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One Roll Exalted

Dice of the Gods

Version 0.17

An Epic Game of Power and Passion

By Martin Nerurkar


Credits Disclaimer
Author: Martin Nerurkar This document is a unofficial and unlicensed role-
Cover Artwork: Martin Nerurkar playing game based on White Wolf’s Exalted and
One Roll Engine: Greg Stolze Greg Stolzes One Roll Engine. The author is in no
Exalted Setting: White Wolf Publishing, Inc. way affiliated with Greg Stolze, White Wolf Publish-
ing or its subsidiaries.
Playtesters
Jan Bormann, Niclas Brand, Armin Hanle, Hobbie The mention of, or reference to any original material,
Reagan, Wolfgang Scherer, Conny Zeeb. company or product in these pages is not a challenge
to the trademark or copyright concerned. All material
Charm Ideas copyrighted by other authors and referenced in this
Evil Hat Productions “Wolf among Sheep Approach” document remains copyright of its respective owners.
RRimmel “This is Mine Proclamation”
Madwand “City Sweeping Speech” Under no circumstances does this document seek to
Kukla “Reeds in to Gold Meditation” invalidate the material within any of the mentioned
books, instead it aims to increase their value to the
Special Thanks customer. To sum it up: Buy their books!
The following people and organizations deserve a
special mention as they contributed to the final result Copyright
of this project in one form or another: One Roll Exalted (OREx) is © 2007 Martin Nerurkar.
All rights reserved. The exception to this are element
Bailywolf for the initial spark to launch this project of the ORE, REIGN or Exalted intellectual properties.
Urs Reupke, Rainer Schmidt and Marc Simon for This document may reproduced for personal use only
their Feedback and it may neither be distributed for profit nor in large
Skaville and mr float for their ideas on Waste Dice quantities.
events
Greg Stolze for the ORE system and REIGN One Roll Engine and REIGN is © 2007 Greg Stolze.
Arcdream Publishing for WILD TALENTS All rights reserved.
White Wolf for the getting me hooked on the wonder-
ful world of Exalted Exalted is a registered Trademark of White Wolf Pub-
Clinton R. Nixon for the idea on how to make Virtue lishing, Inc. All rights reserved.
Flaws and Motivation work

This is not a complete game!


It only offers guidelines and rule modifications
on how to run Exalted using the One Roll En-
gine of REIGN. It also assumes a certain degree
of familiarity with both the ORE rules system
and the Exalted setting.

To effectively use this document you should


have access to at least two books: the Exalted
Second Edition corebook and the REIGN core-
book. See the Appendix V: Recommended
Reading for more information.

IV


Contents
Introduction 1 Rules 23
ORE Basics 1 Combat 23
How to Roll 1 Unworthy Opponents 23
Time 1 Movement 23
Difficulties and Penalties 2 Walking 23
Dice Types 2 Jumping 23
Stunts 2
Differences 3 Magical Powers 25
Differences to Exalted 3 Excellency Dice 25
Differences to REIGN 3 Buying Excellency Dice 25
Using Excellency Dice 25
Characters 5 Types of Excellency Dice 25
Stats (Attributes) 5 Charms 26
Stat List 5 Cost 26
Skills (Abilities) 6 Requirements 26
Skill List 6 Type 26
Favored Skills 7 Duration 27
Martial Arts 7 Keywords 27
Essence 8 Spells 28
Stat and Skill Maximums 8 Cost 28
Dice Pool Size 8 Range 28
Mote Pools 8 Duration 28
Magical Power Prerequisites 8 Shaping 28
Anima 8 Casting 29
Anima Banner Levels 8 Keywords 29
Anima Powers 8 Artifacts 30
Personality 9 Using Artifacts 30
Motivation 9 Purchasing Artifacts 30
Virtue Flaw 9
Example Advantages 10 Example Keys 32
Health 11 Example Motivations 32
Health Boxes 11 Destructive / Avenging 32
Damage 11 Personal Gain 32
Healing 11 Societal 32
Dying 12 Virtue Flaws 33
Compassion Virtue Flaws 33
Char. Generation 13 Conviction Virtue Flaws 33
Point Buy System 13 Temperance Virtue Flaws 33
Step 1: Character Basics 13 Valor Virtue Flaws 33
Step 2: Favored Stats and Skills 13
Step 3: Motivation and Virtue Flaw 13 Solar Charms 35
Step 4: Spend Generation Points 13 Generic Charms 35
One Roll System 14 Archery Charms 35
Step 1: Determine Exalt Type 14 Lightning Arrow Path 35
Step 2: Roll the dice 14 Loyal Bow Path 35
Step 3: Caste and favored Skills 20 Spirit Arrow Path 36
Step 4: Select Charms 20 Unwavering Arrow Path 36
Step 5: Personality 20 Phoenix Arrow Path 37
Strategies and Tips 20 Athletics Charms 37
Advancement 21 Golden Bull’s Might Path 37
Earned Experience Points 21 Heavenly Grace Path 37
Spending Experience Points 22 Hopping Cricket Path 38
Speed of Light Path 38




Awareness Charms 38 Ride Charms 55


Lightning Reflexes Path 38 Sail Charms 55
Perfection of Senses Path 39 Socialize Charms 55
Brawl Charms 39 Flawless Courtier Path 55
Lightning Fist Path 39 Soul of Nations Path 55
Phoenix Fist Path 39 Stealth Charms 55
Solar Hero Path 40 Unseen Presence Path 55
Bureaucracy Charms 41 Veiled Essence Path 55
Enlightened Vizier Path 41 Survival Charms 56
Lord of Coin Path 41 Lord of Beasts Path 56
Builders Path 42 Elemental Harmony Path 56
Modification Path 43 Infallible Hunter Path 56
Dodge Charms 43 Thrown Charms 56
Flickering Shadow Path 43 Cascade of Knives Path 56
Leaf on the Wind Path 43 Hidden Viper Knife Path 57
Integrity Charms 44 Lightning Knife Path 57
Iron Resolve Path 44 Loyal Knife Path 57
Wyld Protection Path 44 Phoenix Knife Path 57
Investigation Charms 44 Spirit Knife Path 57
Observing the World Path 44 War Charms 57
Vigilant Judge Path 44 Glorious Battlefield Presence Path 57
Larceny Charms 44 Unconquered General Path 57
Magpie Fingers Path 44
Master of Disguise Path 45 Martial Arts 59
Unchecked Passage Path 46 Terrestrial Martial Arts 59
Linguistics Charms 46 Even Blade Style 59
The Might of the Pen Path 46 Celestial Martial Arts 59
Unobstructed Words Path 47 Righteous Devil Style 59
Lore Charms 47 Snake Style 59
Company Path 47 Tiger Style 59
Legendary Curriculum Path 47
Wyld Shaping Path 48 Spells 60
Medicine Charms 48 Sorcery 60
Gentle Touch Path 48 Terrestrial Circle Sorcery 60
Enhancement Path 48 Celestial Circle Sorcery 60
Melee Charms 48 Solar Circle Sorcery 60
Lightning Blade Path 48 Necromancy 61
Loyal Blade Path 48 Shadowlands Circle Necromancy 61
My Blade is My Shield Path 48 Labyrinth Circle Necromancy 61
Phoenix Blade Path 49 Void Circle Necromancy 61
Occult Charms 49
Sorcery Path 49 Panoply 62
Necromancy Path 49 Mundane Equipment 62
Spirit-Slaying Path 50 Weapons 62
Sorcerer’s Eye Path 50 Armor 63
Performance Charms 50 Personal Artifacts 63
Artistic Path 50 Level 1 Artifacts 63
Oratory Path 51 Level 2 Artifacts 63
Presence Charms 51 Level 3 Artifacts 63
Words of Honey Path 51
Aura Path 52 Recommend. Read. 64
Resistance Charms 53 ORE Rules 64
Golden Skin Path 53 REIGN 64
Inner Fortitude Path 53 WILD TALENTS 64
Loyal Hauberk Path 54 NEMESIS 64
Warrior’s Focus Path 54 Exalted Setting 65

VI


Exalted Second Edition 65


Other Exalted books 65

Questions / ToDo 66

VII


VIII
Chapter One

Introduction

One Roll Exalted (or OREx) is an attempt at creating How to Roll


a toolset that makes it possible to use the One Roll In OREx it is only ever necessary to roll the dice when
Engine (or ORE) from Greg Stolze with the Exalted a character tries to do something that is either difficult
setting published by White Wolf. or where the outcome is significant to the story. To
see if he is successful, you roll a number of ten-sided
Exalted is a game about powerful beings beyond the dice (usually abbreviated with “d” — “8d” stands for
scope of mere mortals. Their epic adventures in a eight ten-sided dice). The total number of dice you
world full of wonders are inspired by the over-the-top roll are called a dice pool. When you roll you look for
action of wuxia and anime movies while their flawed matching dice. These are called sets.
protagonists seem to be right out of the traditional
greek myths. When you get a set, that means two or more dice with
matching numbers, your action succeeds. If you fail to
Unfortunately I felt that the original rules run counter roll a set, then your action fails. This means that dice
to the mood and flow of my stories. Whenever battle pools with only 1 die in them automatically fail.
was joined, the strongly tactical nature of the rules
was a hindrance. Furthermore there was no real sys- Each set has two degrees of information, Width (W)
tem to simulate the actions of organizations such as and Height (H). Width is determined by the amount of
mercenary companies or nations. This seemed coun- dice showing the same number, so three dice showing
terproductive to the feel and dynamic of my stories. the number 8 would be a set with a width of 3.

To fix this “problem” I took up the ORE rules and Height on the other hand is the number the matching
set out to mold them to fit the style and feel of my dice show, so in the above example, the Height would
vision of Creation. I decided to go with the ORE rules be the 8 shown on the dice faces. Width and Height
because they are quick when it comes to the resolu- are usually abbreviated as WxH, in this case 3x8.
tion of conflict - especially combat – while preserving Having the matching dice set be high and wide usu-
some of the tactical (you may call it “gamist”) focus ally indicates a superior result. An attack in combat for
that to me is part of Exalted. example uses Width for the speed and damage while
Height determines the quality of the attack. Width can
also determine how long a task takes or how long the
ORE Basics effects of an action last.
The Rules of OREx are based on the rules featured in
REIGN. Use them as written in the corebook except Time
where mentioned. For completion’s sake the core Depending on the action undertaken, the time scale
rules of the One Roll Engine are reiterated here, with for a task can be measured in rounds, minutes, hours,
some changes. scenes, days, seasons or even years. The Storyteller


Chapter One • Introduction

sets the time scale based on the specifics of the ac- Dice Types
tion. For example, breaking down a door might take Besides rolling regular ten-sided dice, ORE also
rounds while decoding a complicated spell might take makes use of a number of special dice to spice things
days. There may be cases when picking a lock might up. These types are:
take days and deciphering the spell only minutes. Ul-
timately it’s up the Storyteller to set the time scale. Excellency Dice
These dice, often abbreviated as ExD, represent the
Once the time scale is determined, make the relevant magical prowess of the different exalted and they are
roll. Subtract the width of the used set from 5 to find superior to regular dice. The player has more control
out how many units of time it takes to complete the over their values and thus can produce superior results.
task. Extremely lengthy or demanding tasks might use How these dice work is covered in the Excellency
a number of time units larger than 5 as their base. Dice chapter on page XX. It might be worthwhile to
use differently colored dice for you Excellency Dice
No matter how wide your set is, a task always needs at when those need to be rolled.
least one unit of time to. If you get a width of five or
wider with a normally timed job, then the action still Stunt Dice
takes one day, hour, minute, or round. Stunt Dice (SD) are awarded for interesting and fla-
vorful descriptions. They are generated by Stunts (see
Difficulties and Penalties below) and they help emphasize the cinematic nature
Sometimes actions are particularly hard and so a of Exalted. Stunt Dice are rolled like normal dice but
simple set is not sufficient. There are two ways for the they buy off penalties before Excellency Dice do.
Storyteller to determine the difficulty of the action.
Gobble Dice
One is the addition of a difficulty to the roll – this Gobble Dice (GD) are dice that are in sets used for
indicates a minimum height (and/or in a few rare ex- defensive actions. They remove dice from other sets
ceptions width) required for the set to be acceptable. that are lower than the height of the Gobble Dice Set.
Lower sets do not overcome the difficulty and fail. These work unchanged.

The other option is a penalty. This removes dice from Waste Dice
the dice pool before it is rolled. It is important to note The Waste Dice (WD) are all the dice in a rolled pool
that penalties first remove stunt dice from a roll, then that do not come up as sets. Some effects (such as
they downgrade Excellency Dice (see below) and magic) make use of those to generate further informa-
lastly they remove regular dice. This order is impor- tion about the result.
tant as stunts can prevent the powerful Excellency
Dice from being downgraded Area Dice
Area Dice (AD) are special dice that are rolled when
Order of Penalty Modifiers certain effects engulf a large area. Each of these dice
1. Apply to Stunt Dice and remove them. is rolled and checked on its own dealing damage if it
2. Apply to Excellency Dice and downgrade them. rolls higher than the AR of the target. Type and amount
3. Apply to regular dice and remove them. of damage is described by the effect. By default AD
do 1S for each rolled die. Area Dice ignore armor un-
A dice pool can never be reduced to less regular dice less otherwise specified.
than the character’s Essence unless he did have less
dice in the rolled Stat and Skill from the start. Stunts
Stunts are a vital part of Exalted that have been intro-
The difference between Difficulties and Penalties in duced to the OREx system to preserve the high action
game is that difficulties make the task equally hard feel of Exalted. A stunt is an interesting, thematic or
for everyone while penalties are a lot harder on people plain cool description of a character’s action that adds
with smaller dice pools than well trained experts. to the mood and setting. For well worded actions that
Storyteller can (and should) award Stunts of varying
Usually difficulties should be used most of the time to levels. These add dice to your rolls and let you regain
model complications. Penalties should be reserved for motes on the fly.
the times when a characters capabilities are limited or
reduced. This could be due to a lack of proper equip- Players can also add details to the scenery when they
ment when trying to bandage a friend, being in pain or stunt. For example a character could make a jump and
trying to shoot someone without eyesight. hang on to a nicely placed flag instead of falling to his


Chapter One • Introduction

death. Of course the storyteller can always veto such they improve the Excellency Dice. Also Mote Pools
“dramatic edits” if it should be necessary. are slightly smaller and calculated differently.

Level 1 Stunt Martial Arts are Sub Skills


This is a short and interesting description. Add 1d to The system for Martial Arts was changed. Instead of
your roll and gain 2 motes if your stunt is successful. the Martial Arts skill players now have the Brawl skill.
Refined and structured Martial Arts now are sub-skills
Level 2 Stunt not unlike the original Crafts skills. The important
This stunt makes use of the surroundings in an inter- part is that Martial Arts sub skills have their parent
esting way. Add 2d to your roll, gain 4 motes if your skill and their weapon proficiencies determined by the
action is successful. Style learned.

Level 3 Stunt No Specialties, no Virtues, no Willpower


This stunt makes everyone at the table go “Woah!” One Roll Exalted makes no use of any of these ele-
You should know when these happen. Add 3d to your ments.
roll, gain 6 motes and 1 XP (max. once per session)
if successful. There is no Essence Ping or Hardness
The One Roll Engine doesn’t need a mechanic such
If your character is actively pursuing his motivation as Essence Ping and thus Hardness is superfluous as
with a stunt, then you may add 1 Stunt Dice to your well. This helps in simplifying combat a lot.
pool. This means that if you perform a Level 1 Stunt,
you may roll 2 stunt dice but still just gain 2 motes if No Magical Material Bonuses
your stunt is successful. If you do not stunt, then you The coarser rule set of OREx makes it difficult if not
do not automatically gain the motivation benefit. Also impossible to model something like the benefits as
remember that Stunt Dice buy off penalties before granted by the magical materials. There are less sta-
Excellency Dice do. tistics available and a single point increase is much
more potent.

Differences Artifacts are limited by Essence


If you’re familiar with either the One Roll Engine or To simplify the amount of mote management and to
Exalted you will notice a number of differences to shift the focus to the Exalted and away from their
their respective rules mechanics. The most important gear, artifacts are now limited by a character’s Es-
differences are listed here to help you learn the sys- sence score. The total level of all his personal artifacts
tem. can not be higher than twice his Essence score.

Differences to Exalted Charms are aligned in Paths not Trees


One Roll Exalted tries to focus on the parts of Exalted As another measure of simplifying the game, Charms
that stand out as important to me. This means that a are no longer aligned in complicated trees. Instead
few elements from the original game have fallen by they are aligned in linear paths of usually about 3 to
the wayside while others behave slightly differently 5 Charms. Custom Charms are created by inserting
in the new system. See the list below for information. them at any point in a path where they would make
sense.
Excellencies are not Charms
To model the supernatural aptitude of the Exalted the Essence is much more powerful
system uses Excellency Dice. Excellencies as they The permanent Essence Trait is used both as a limit
were known in Exalted Second Edition do not exist and prerequisite much more often than in regular Ex-
anymore. For more information about this be sure to alted. Thus it is much more powerful and important.
check out the section on “Excellency Dice”.
Virtue Flaws and Motivation
One mote pool and different Animas An important source of experience points are now the
For simplicity’s sake the distinction between per- Virtue Flaw and Motivation of a character. Further-
sonal and peripheral mote pools was removed. This more intimacies are no longer necessary.
also brings with it the fact that there no longer are
the Anima Powers as written. The Exalted still have Differences to REIGN
their iconic animas but they do not cause any special Using the ORE system from REIGN as a basis, the
effects such as fear or improved spellcasting instead following rules have been changed, replaced or other-


Chapter One • Introduction

wise altered for One Roll Exalted: quality (who can parry whom) and armor only has a
single AR value. Additional players only have a single
Maximum Dice Pools pool of wound boxes. See the section on health on
The maximum amount of dice rolled is no longer lim- page XX for more info.
ited to 10. Instead the maximum is either 10 or twice
a character’s Essence. Always pick the higher number Aggravated Damage
for the dice pool limit. A new type of damage, called aggravated damage,
is added to the system. It is treated just like killing
Maximum Height damage but it’s much harder to heal with magical
Another difference is the fact that One Roll Exalted means. More information can be found in the section
does not have an upper limit for the height of a roll. on Health.
Even though the dice can only show numbers as high
as 10, there are many effects such as Charms or Spells Exalted round up, Mortals round down
that raise this number even higher. Some instances of the ORE always round down when
fractions of dice (or bonuses/penalties) are concerned.
Different Stats and Skills OREx adjusts this rule: Mortals always round down,
OREx uses a Stat and Skill setup that closely re- Exalted always round up. The spirit of this is that mor-
sembles the original attributes and abilities found in tals always use the value that’s less beneficial while
Exalted. Furthermore it is possible to favor skills or the Exalted use the one they benefit more from.
stats for XP discounts.

Essence Stat and Motes


One Roll Exalted also introduces the Essence stat
and a resource called motes. Essence determines the
general mystical aptitude of a character and motes are
used to fuel all manner of supernatural effects.

Motivation and Flaw instead of Passions


The passions mentioned in REIGN (Duty, Mission
and Craving) are replaced by the Motivation and
Flaw Keys that determine a characters desires and
shortcomings. They are one of the main sources of XP
and do not generate Passion Dice. Instead Stunts have
taken over this function.

Different XP System and Character Generation


Experience points are gained differently than in
REIGN, and usually in a larger number. Instead of
having the GM determine XP players earn them by
following motivation and playing out their virtue flaw.
This in turn produces larger amounts of XP. To adapt
to this, the point costs for character advancement
were raised to fit. This, coupled with the new stats and
capabilities modifies the process of Character Genera-
tion somewhat.

Excellency Dice replace Master and Expert Dice


The only types of special dice available to the Exalted
are the Excellency Dice. They entirely replace Master
and Expert Dice and each type of Exalted has a unique
dice mechanic.

No Damage Locations
The high-cinematic kung-fu action world of Exalted
is not suited to gritty, location-based damage. The
height of a roll in combat is only used to determine


Chapter Two

Characters

The character is the basic building block of the One conversations It includes both honest persuasion and
Roll Exalted role-playing game. Here many of the dif- deceit. Other ORE games often call this stat Charm.
ferences between the regular ORE system and OREx
become apparent and are explained. This chapter also Intelligence represents the intellect of a character. It is
features two methods to generate characters. a measure for his ability to solve riddles, calculate or
to create strategic plans for a battle. It also represents a
character’s memory and mental “armor”. Intelligence
Stats (Attributes) is generally rolled when trying to find out whether a
OREx makes use of six different stats. These represent character knows about something. Other ORE games
the attributes in Exalted but the name Stats is used to call this stat Brains or Knowledge.
maintain closer ties to other ORE modules. Each of
these stats can normally range from 1 to 5 dice but a Wits, the last of the stats, is the ability to think out-
high Essence score can raise this Limit. side the bounds and to perceive things. This is both
used for quick tactical decisions and other actions of a
Stat List more improvisational nature. Wits is also used as the
Strength is the measure of a character’s physical stat to determine the order of declaration in combat.
might. It includes his raw muscular power as well Character with a lower Wits score have to declare
as his toughness and endurance. How much an indi- their actions first, allowing those with a quicker grasp
vidual can lift or carry is also determined by the stat. on things to react accordingly. Other ORE games use
It is often called Body in other ORE games. the stats Sense and Cool to represent this.

Dexterity is representative of the coordination and


reflexes of a character. This includes manual dexter- Charisma vs. Manipulation
ity as well as general body control. This stat is often Charisma is generally used when trying to per-
called Coordination in other ORE games. sonally overpower someone and affect their
feelings. Grand speeches to motivate an army
Charisma is not unlike Strength in that it measures are part of this just as the attempt at attracting
raw power: social power. This stat stands both for a potential lover with pure charm.
force of personality and a resolute mind. This is often
called Command in other ORE games although it in- Manipulation on the other hand is the clever
cludes elements of Cool. use of arguments and body language to affect
other people’s thoughts or to convince them
Manipulation represents a character’s conscious of something. This can be used for a lawyer’s
ability to affect the minds and thoughts of others with speech or when haggling based on facts.
his words. It measures a characters skill of navigating


Chapter Two • Characters

Favored Stats Integrity represents a PCs mental resilience. This is


Lunar and Alchemical Exalted choose to favor certain applicable for both social and mental situations. It is
Stats. Some of the stats they favor are predetermined commonly rolled in conjunction with Charisma or
by the Caste they belong to while other favored stats Intelligence.
may be freely chosen. These stats represent a natural
aptitude and provide a discount in XP costs when Investigation is the skill of choice when characters
raising the stat, buying Excellency Dice or associated are actively searching. Usually Wits is the stat to use,
Charms. but when torturing or interrogating someone, Cha-
risma or Manipulation might be appropriate.

Skills (Abilities) Larceny covers all kinds of criminal activities: Break-


The OREx system skills are closely based on the 25 ing into a house, knowing where and how to steal and
abilities found in Exalted. Each one of these can range disguising oneself. It also covers knowledge of the
from 0 up to 5 dice or up to Essence dice, whichever criminal underground and how to best acquire illegal
is higher. items. It is commonly rolled with Dexterity or Wits.

Skill List Linguistics measures a PC’s grasp of languages and


Archery is generally rolled in conjunction with Dex- his ability to communicate in written form. It is com-
terity. It’s used to determine a character’s capabilities monly used with Manipulation or Intelligence. Each
with ranged weapons such as bows, crossbows or die in Linguistics grants proficiency in a single lan-
flame pieces. guage. Each ExD grants fluency in two.

Athletics is used for feats of bodily coordination. This Lore is a general measure for a character’s knowledge
includes climbing, running, swimming and lifting about the world and its inhabitants, this includes fields
things. Depending on the type of activity it is common such as geography and history. A character also needs
to either use Dexterity or Strength with Athletics. a Lore score of at least 1 to know how to read and
write. This skill is usually rolled with Intelligence.
Awareness is a measure of a character’s acuteness of
the senses when not actively searching for something. Medicine encompasses both the ability to repair bodi-
It is commonly used in conjunction with Wits. ly harm, combat disease and poisons and knowledge
about the human anatomy. It is commonly rolled with
Brawl is used for fighting barehanded. It is used with Intelligence.
Strength and represents an untrained but effective
fighting style. Weapons such as brass knuckles, fight- Melee is the measure of proficiency with all manner of
ing gauntlets and reinforced boots can be used with killing implements. It is usually rolled with Strength
the brawl skill. The use of improvised weapons such and can be used with a wide variety of weapons.
as broken beer bottles, shields or stools is also part Specialized arms such as rope darts or fighting chains
of this. For more refined fighting styles, both armed need specialized Martial Arts skills (see page XX).
and unarmed, see the chapter on Martial Arts on page
XX. Occult represents the familiarity with all manner of
magic. This includes common wards against the Wyld,
Bureaucracy represents a character’s aptitude in knowledge about Ghosts and the circles of magic. It
organizing and navigating bureaucracies. Both when is a vital skill for sorcerers and it’s commonly rolled
managing them or trying to gain something from with Intelligence.
them. This is commonly used with Manipulation,
Intelligence or Wits. Performance measures a PC’s ability to play musical
instruments, sing, dance and orate. Any kind of im-
Crafts is commonly used with Coordination or Intel- personal, one-way activity or communiation that aism
ligence. It is rolled when a character tries to build to affect all observers is part of this skill. Prayers are
things. If he tries to forge a sword or brew a poison, another element of Performance. The skill is usually
Crafts is the skill to use rolled with Charisma or Manipulation.

Dodge is used when trying to stay out of the way of Presence is the opposite of Performance as it deals
harmful blows. It is a purely defensive skill and com- with personal interaction. Seduction, Persuasion and
monly uses Coordination. haggling are common activities for this skill. It is most
often rolled with either Charisma or Manipulation.


Chapter Two • Characters

Martial Arts
Resistance represents the ability to withstand pain and The Martial Arts Styles are a special case of skills
exhaustion. It helps shrug off blows, disease, poison called sub-skills. Each of these skills represents a
and torture. It is commonly rolled with Strength. certain fighting style. Martial Arts skills are usually
linked to the Brawl skill but some are based on Melee
Ride is a measure for a characters ability to control a or even Archery. A few rare and esoteric skills may
subservient being. Usually this is a steed like a horse even be sub-skills of Bureaucracy or Linguistics.
or a wild cat but the skill also deals with the use of
personal vehicles such as flying carpets or warstrid- Regardless of their parent skill, Martial Arts always
ers. Rise is also applicable when moving other crea- grant proficiency to a number of weapons and modes
tures (such as zombies) via mind control. Dexterity, of attack specified in the skill description. It is also
Charisma or Intelligence are usually the stats to use. important to note that most Martial Arts sub-skills use
Dexterity to attack, while the Brawl and Melee par-
Sail covers all actions dealing with all manner of ent-skills both rely on the Strength stat.
ships. This includes regular ships but is equally true
for sand- or airships. It is common to use Dexterity or If the parent-skill is favored then all relevant sub-skills
Strength when manually piloting the craft or Wits or are granted the same experience discount. Rankings
Charisma when only commandeering or steering it. in the sub-skill are unaffected by the parent skill and
vice versa. So a character could have Brawl 0d and
Socialize is the skill of working crowds and societies. Brawl (Tiger Style) with 5d. Note that Sub-Skills are
It is used when trying to remain unnoticed in a crowd, usually written with the parent skill in front and the
when behaving in a proper manner in a given environ- sub-skill in brackets.
ment or when organizing social events. It is usually
rolled with Charisma or Manipulation. Martial Arts and Charms
Proficency in a sub-skill does not fulfill requirements
Stealth covers all activities with the goal of remain- for parent-skill charms but they grant the user access
ing unnoticed. Sneaking, skulking and hiding are all to a specialized Charm Path. Each style has a path that
part of this skill. It is usually rolled with Dexterity. is usually 5 to 8 Charms in length. These Charms can
be learned by any exalt capable of mastering that level
Survival covers the arts of surviving in the wilderness of Martial Arts (see below).
and the handling of animals. It can be used for for-
aging up supplies, taming a wild beast and knowing The limitation to Martial Arts is that the when using
which plants are poisonous. It is most often used with a Martial Arts skill to attack or defend, the character
Wits. may not use Charms from the parent skill and has to
rely solely on his Martial Arts. However a character
Thrown is the skill of choice when a character wants may, for example, make a multi action and attack with
to hurl objects at another one. This covers throwing a style compatible weapon using his Brawl (Snake
knives, spears and boomerangs. It’s commonly used Style) skill and defend with his Melee skill. He could
with Dexterity for smaller weapons or Strength for then use Snake Style charms with his attack and Me-
large objects. lee charms with his defense but he will suffer Multiple
Action penalties as usual.
War is used both to train troops and people in the art
of war and to conduct warfare itself. When used to
train it is commonly used in conjunction with Cha- The Perfected Lotus
risma. When used on a strategic level it is commonly Sidereal Martial Arts. The most powerful arts
rolled with Intelligence, on a tactical level it uses Wits can only be used by Sidereals, Abyssals and
instead. Solars. Lunars require special charms first.

Favored Skills Celestial Martial Arts. The Sidereals, Solars,


Solar, Abyssal, Sidereal and Terrestrial Exalted may Lunars and Abyssals can use them. Terrestrial
favor certain Skills. Some of these are predetermined Exalted need to unlock them.
by the Caste while others may be freely chosen. Fa-
vored Skills represent a natural aptitude and provide Terrestrial Martial Arts. Every Essence User
an XP cost discount to raise the chosen Skills and can learn them. Mortals need to become en-
when buying Charms associated with them. lightened and reach an Essence of 2 .


Chapter Two • Characters

Essence Anima
Essence is a special characteristic that measures an Each Exalt has what is called an Anima Banner. It’s
individual’s command of the mystical energies of the often an iconic image of something that exemplifies
world. Only the enlightened and the Exalted have rat- the Exalt, such as an ethereal bull made of sunlight
ings between 2 and 10. Normal mortals themselves or a complicated mandala formed of shadows. Other
are limited to a level of 1. Essence Users such as gods, ghosts or enlightened
mortals do not possess an Anima Banner.
Stat and Skill Maximums
Essence determines the maximum levels of skills and Whenever an Exalt makes heavy use of his Essence
stats. These are both set at 5 or permanent Essence, based powers these Anima Banners appear and grow
whichever is higher. For example an Essence 7 Solar in intensity the more Charms are used. See the section
may have Stats and Skills as high as 7d. XX on page XX for more information.

Dice Pool Size Alternatively a character can expend 1m to auto-


Essence also has an effect on the maximum amount matically increase the level of his Anima Banner by
of dice a player may roll. Usually you never roll more one. This is a free action that can be undertaken at
than 10 dice or twice your permanent Essence, which- any time and as often as the player wants until his
ever is higher. Essence also determines the minimum anima reaches the uppermost level. This is most often
dice pool size: Penalties can never cause a dice pool used to intimidate opponents or to quickly activate a
to contain less regular dice than your Essence score. character’s Anima Power.
This is of course only true if the stat and skill were
higher than your Essence in the first place. Anima Banner Levels
There are a number of stages through which the Anima
Mote Pools Banner of a character progresses as it intensifies. The
Essence also determines the amount of motes a char- more imposing it becomes the harder it is for the Exalt
acter has at his disposal. Motes are used to fuel all to hide.
sorts of magical powers such as Charms and Spells.
Motes are determined by a character’s type and his Caste Mark glitters -1 penalty to Stealth rolls
Essence score. See the sidebar below for details. Caste Mark shines -2 penalty to Stealth rolls
Glowing Aura Stealth impossible
Magical Power Prerequisites Anima Bonfire Stealth impossible
Another effect of a higher Essence score is that it Totemic Image Stealth impossible
allows access to improved powers. Charms and
Excellency dice are limited by Essence, and higher At the end of a scene (roughly 15 minutes), the Anima
Essence allows the character to learn and use better Banner of a character automatically decreases by
powers. Essence also limits the amount and power of 1. If it reached Totemic level, then it degrades even
artifacts a character can use. It also determines how faster: The Anima Banner reverts to the Bonfire level
many Charms a character may cast in a single round if the exalt does not use a charm for three consecutive
of combat. For more information see Chapter Three: rounds.
Magical Powers on page 25.
Anima Powers
Exalted have the Anima Power, a powerful effect
Mote Pool Calculations that automatically activates when the Anima Banner
Solar & Abyssal Exalted, the Incarna, Death- reaches the totemic level (which can be quickly turned
lords and Third Circle Demons have access to on for 10 motes, that is 2m per Anima Banner Level).
pools based on 25 + (5 x Essence) motes As long as his Anima is Totemic all of a character’s
ExD in Caste Skills are automatically activated for
Celestial Exalted, Gods, Demons of the Second free.
Circle and other powerful essence users are
granted pools of 20 + (4 x Essence) motes Zenith Caste
Zenith Caste Exalted are the priests of the Uncon-
Enlightened Mortals, the Terrestrial Exalted, quered Sun. In addition to their regular Anima abili-
Elementals, First Circle Demons and other ties, they may burn a body for 1m, sending it’s sould
minor powers get 15 + (3 x Essence) motes to heaven. The cost of this ability is reduced to 0 if the
Zenith’s Anima is on the Totemic level.


Chapter Two • Characters

Complete your Motivation


Aditionally Zenith Caste Solar Exalted automatically When a character manages to complete his motivation
add 1d to all their performance rolls when praying to the character automatically gains 20 XP and can raise
the gods. his Essence score without long training times.

Eclipse Caste Abandon your Motivation


The Eclipse Caste are the diplomats and courtiers of When a character acts contrary to his motivation, he
the Solar Exalted. Their special Anima abilitiy is a may abandon it in favor of a new Motivation. Buy-
certain diplomatic immunity among the Gods, Fair ing off a motivation costs 10 XP and should only be
Folk and the denizens of Malfeas. caused by a significant setback or enlightenment.
Choose a new motivation immediately.
Additionally these Exalted may learn the Charm from
other Exalt types. This however is more expensive While pursuing his motivation the player can add 1
than learning regular Solar Charms. Stunt Die to every Stunt he makes. See the section on
Stunts on page XX for more information.

Personality Virtue Flaw


Apart from Stats, Skills and Essence, a character also The Virtue Flaw of the Exalted is similar to the Moti-
has a few non-numerical traits that describe his or vation, except that is a negative behavior based in on
her personality and goals. These keys are one of the overly strong character trait. This flaw is the mani-
primary methods for a player to gain experience and festation of the Great Curse and it’s mechanics are
improve his character. similar to that of a Motivation.

Motivation The main differences are the strong interaction with


The motivation is an essential part of each character. the Limit attribute (see below) and the fact that a Virtue
This should be larger than life goal to suit the epic Flaw can never be bought off (with the exception of
style of Exalted. When choosing a motivation it is the breaking of the Great Curse). Instead Virtue Flaws
your duty as a player to make sure that it is compatible possess Break Conditions that accumulates Limit and
with the Motivations of your fellow players and the eventually causes the most extreme behavior.
intended campaign of the storyteller. This helps avoid
problems of incompatibility down the road. Break Conditions
When a Break Condition comes up, or at other times
Once you have decided on a motivation (for inspira- where it would be appropriate, the Storyteller can offer
tion check out the example motivations in Appendix the opportunity for one or multiple XP to the player if
I: Example Keys on page XX) write it down on your he acts as appropriate to his flaw. Of course the player
character sheet. Whenever your character acts accord- can act in accordance with his Virtue Flaw on his own
ing to his Motivation he gains a number of Experience and then point these opportunities out either before
Points (XP) depending on his action. See below for or after the fact. The Storyteller may disagree and
more information. Either the storyteller or the player not hand out the XP but this should not be the normal
may point appropriate behavior out but it is ultimately case. Either way a player can only gain XP from the
up to the Storyteller to decide whether or not to award highest option each scene.
the points. A player can only gain XP from the highest
option each scene. Should the player refuse to act appropriately when
pointed out by the storyteller then he does not get
Attempt an Action the XP and instead accumulates a point of Limit. A
Whenever the character attempts an action towards player can only gain 1 point of limit in this manner
fulfilling his motivation he gains 1 XP. per scene.

Succeed at an Action Limit


Whenever the player succeeds at a step to fulfill his Limit is a trait that ranges from 0 to 10. It is a measure
motivation he gains 2 XP. for the mental stress of the Exalted and the higher this
value is; the closer the Chosen is to loosing control and
Complete a Milestone succumbing to his Virtue Flaw. If a character ever hits
Whenever a significant portion of your Motivation is 10 Limit then he immediately suffers Limit Break.
fulfilled you gain 5 XP.


Chapter Two • Characters

Limit Break that could be the basis for a Flaw go ahead but re-
Limit Break is when an Exalted looses all control member that a Virtue Flaw results from an imbalance
over himself and succumbs to the Great Curse. The of character. Usually a virtue is too pronounced in the
character has his Limit rest to 0 but he has to act as characters personality, which causes him to resort to
defined by his Virtue Flaw. The player can also choose extreme behavior.
his character to suffer Limit Break whenever it would
be appropriate to do so even if not having reached 10 Once you know which Virtue your Flaw is grounded
Limit yet. in it’s time to think about the specifics. What exactly
are the behaviors and results? It’s important to clearly
While suffering from Limit Break, the character’s define the three stages (1XP, 2XP and 5XP) of the flaw.
passions fuel him and he’s stronger than ever. While When writing up the specifics keep in mind that the
in the throes of Limit Break the character can spend Limit Flaw should only grant XP if it inconveniences
a number of motes each round equal to the amount of the player while at the same time making for interest-
Limit he had when he broke. This pool of “phantom” ing situations. Also for most flaws the full limit break
motes are available each round but if the player does should always last an entire day.
not use them then they do not recharge his regular
mote pools. You also need to set a few Break Conditions for your
flaw. These should be closely linked to your character
See Appendix I: Example Keys on page XX for ex- and common enough to possibly show up at least once
ample Virtue Flaws. a session. Also make sure to have more than one con-
dition to allow for more varied situation.
Picking a Flaw
A flaw is something that will inconvenience your Advantages
character but hopefully not do so to you, the player. Advantages is a catchall term for all positive things
To avoid this you should take care when picking a a character could either own or have access to that
flaw and choose one whose adverse effects would be are not part of the stats and skills system. Material
interesting for you to portray in the game. If you play a resources and loyal followers are as much part of this
very social character, then picking a flaw which makes as are special merits such as having a beautiful face.
you fly into a murderous rage whenever someone in-
sults him might not be a good idea. On the other hand Advantages can only be purchased with Generation
the conflict it causes with your characters specialty Points (GP) during character generation. Some of
and his flaw might just as well provide for interesting the Advantages can be earned in play, such as an in-
and challenging situations as the character has to cope crease in wealth or a stolen artifact, while others (like
with the results of his outbursts afterwards. Beauty) can be bought with XP if your Storyteller ap-
proves. In some cases the Storyteller might even want
Regardless of your choice it is your responsibility to to consider paying XP for advantages you gained in
make sure the other players and the storyteller accept play as this will make them more “permanent” and
your Flaw and thing it would be interesting and fitting. less subject to the ravages of the story. More informa-
If the entire group wants to play in a highly social tion can be found in REIGN on page XX.
setting, reveling in the social maneuvering, then the
aforementioned berserker might hamper their enjoy- Example Advantages
ment of the game. REIGN presents a large number of advantages for
players to choose from. These can be found on page
Creating your own Flaws XX but before you use those you should make sure to
It’s encouraged to build your own flaw if you do not have the approval of your storyteller. Other, Exalted
find one that is suitable to your character. If you decide specific advantages can be found below.
to create a custom flaw, be sure to talk this through
with your Storyteller before you do any work. If pos- Artifacts
sible work out the flaw in close cooperation with him Artifacts is an Advantage of which each instance
and possibly your other players too. represents an individual artifact. The Advantage itself
scales from 1 to 5 to represent the Level of the Artifact
The first thing you have to consider about a Virtue associated with it. Each level of this very powerful
Flaw is to what aspect of the Character it is tied to. Advantage costs double during character generation
There are four major virtues know: Compassion, Con- and advancement.
viction, Temperance and Valor but don’t let yourself
be restricted by those. If you can find other virtues

10
Chapter Two • Characters

Wealth Healing
A very important Advantage is Wealth, as described Because of the changed wound-box setup as compared
in REIGN on page XX. It deals with the general re- to REIGN, characters also heal differently.
sources a character has and it’s an abstract measure-
ment for his personal finances. For a rough idea on the Natural Healing
amount of money a character with varying levels of Killing damage heals slowly and only if the character
the Advantage owns or has access to, see the sidebar did not take any damage during the day. The time it
Currencies of Creation. takes for a single wound box to be transformed into
shock depends on the penalties it inflicts. Mortals
need 2 days of rest for a -0 killing box, 4 days for -1
Health and 8 days for -2. Double these times if the character
is active. The last box requires 16 days and can not be
Health Boxes healed without rest.
Where other incarnations of the ORE use hit boxes
assigned to different body locations, One Roll Exalted Exalted need only half a day for a -0 killing box, 1 day
makes use of a single pool of health boxes. This also for -1 and 2 days for -2. The final box requires 4 days
means that armor now only has a single AR rating that of rest. All of these times are doubled when the exalt
covers the entire body. is up and about.

Each character has access to 20 health boxes, the first Shock damage is healed much faster and regardless
five of which represent minor and superficial damage. of penalty level. The exalted require one hour of rest
The second set of 10 boxes consitute serious damage to remove one shock box, two hours if active. Mortals
and a character with at least one of those boxes filled need 4 hours and eight if not resting.
with shock or killing damage, then he incurs a -1 pen-
alty to all actions. If one of the last set of 5 boxes is Medical Healing
filled, then the character is in dire danger and incurs a When treating shock damage, a medic may roll
-2 penalty to all actions. Intelligence+Medicine and if successful heal a num-

Additionally all players have a final box, the incapaci-


tated (or “X”) box. If this is filled, regardless of type, Currencies of Creation
then the character is taken out of the fight. If it is filled The following tables give rough esitmates of
with shock then the character is unconscious but will the amount of currency a character or com-
come to his senses after the fight (removing half the pany owns depending on their Wealth and
taken shock as usual). If it is filled with killing then Treasure scores:
the character is in mortal danger and will eventually
bleed to death (see the section on Death below). Wealth Realm West
1 2-4 Koku 2-5 Dinar
Damage 2 1-2 Obols 10-15 Dinar
If a character has all his boxes filled with shock dam- 3 1 Shekel 60 Dinar
age, then additional damage just makes things a lot 4 1 Mina 125 Dinar
worse. Each further point of shock damage transforms 5 2 Minae 250 Dinar
one shocked box into one killing box. Each additional 6 4 Minae 1 Dirham
point of killing damage changes two shock boxes into 7 1 Bar 2 Dirham
killing damage. 8 2 Bars 1 Talent
9 4 Bars 2 Talents
Aggravated Damage 10 1 Talent 4 Talents
Aggravated Damage (abbreviated as A) acts like Kill-
ing damage in every regard, except that it is much Treasure Realm Silver
harder to resist or heal magically. Magical effects that 0 1-2 Obols 10-15 Dinar
do not specifically mention that they prevent or heal 1 1-2 Minae 100-250 Din
aggravated damage do not do so. Aggravated damage 2 1-2 Bars 1-4 Dirhams
is marked with an asterisk or by blacking out the box 3 1-2Talents 2 -4 Talents
in question. 4 6-8 Talents 20-30 Talents
5 50-60 Talents 100-250 Talents
6 300-500 Talents 1000-2000 Talents

11
Chapter Two • Characters

ber of shock boxes equal to the width of the set. When


trying to treat killing damage, then a succssful roll
only transforms a single box into shock damage. Ag-
gravated damage may only be healed naturally and
a character can only benefit from one such roll each
day.

Dying
Because Exalted is a game of high, cinematic action,
death is less likely than in other ORE systems. Un-
like in REIGN a character does not immediately die
once his health boxes are filled with Killing damage.
Instead a character has an additional set of boxes that
stand between incapacitation and final death.

Each character has a number of additional “dying”


health boxes equal to his Essence + Strength. These
can under no circumstances be hit directly. Any dam-
age taken when the regular boxes already filled with
killed or aggravated damage goes directly into these
boxes. Should all of them be filled with damage (re-
gardless of type) then the character truly dies.

While has at least a single dying health box filled, the


character is in mortal danger. He will automatically
suffer 1K to one of these dying health box every three
rounds. Either a magical effect or a skilled healer has
to come in and stop the blood loss to prevent death.
A Wits+Medcine roll with a difficulty equal to the
wounds suffered to the dying health boxes is sufficient
to stabilize a character and prevent further automatic
health box loss. If this roll is failed, the patient in-
stantly suffers 1K to his dying boxes.

As long as a single Dying health box is filled the char-


acter remains unable to act, hovering between life and
death. It is wholly possible to have a character that has
all his regular health boxes healed while still retaining
dying health boxes. Such a character might have his
body mended while his mind is still in a coma from
the damage caused.

Mortals who have at least one of their dying health


boxes filled and manage to somehow survive are
sure to suffer some permanent damage that is typi-
cally reflected as a loss of stats or skills. This might
be anything from a missing eye to permanent brain
damage or a punctured lung. Discuss with your ST to
find something appropriate.

12
Chapter Three

Char. Generation

There are two primary methods for Character Gen- ditional skills or stats as favored.
eration, the Point Buy System which gives the player
great control over the result but takes more time, and Exalted Type and Favored Traits
the One Roll System that randomly generates stats, Solar Exalted, Abyssal Exalted 5 skills
skills and a history for a character. Sidereal Exalted 4 skills
Terrestrial Exalted 3 skills
Heroic Mortals 2 skills
Point Buy System Lunar Exalted, Alchemical Exalted 1 stat, 2 skills
When using this method the player has full control
over the character he wishes to generate. The advan- Step 3: Motivation and Virtue Flaw
tage is that the player can tweak with the individual The next step is to determine your motivation. This is
values until he has a starting character that he is happy important for your character as it is one of the most
with. The downside is that it takes more effort and important ways to gain Experience Points and thus to
time than the One Roll System. advance. You can find inspiration for a Motivation in
Appendix I: Example Keys (page XX).
Step 1: Character Basics
At first you should have a general concept of your The second part of this step is choosing a Virtue Flaw.
character. A concept is usually not much more than a You can select one of the example flaws found in Ap-
simple sentence. “A spoiled princess trying to further pendix I: Example Keys or you can make up your own
her political influence” is as valid as “An honorable in cooperation with your storyteller.
mercenary out for revenge”. As with everything it’s
important that you ensure that the character is compat- Step 4: Spend Generation Points
ible with the story and the other players’ characters. The final step is to spend a number of Generation
Points (GP) on Stats, Skills, Charms, Spells, Essence
Once you have a concept it’s time to decide on a type and other attributes. The amount of points you can
of Exalted and an appropriate Caste for your character. spend depends on the type of Exalt you choose to
Often the storyteller has a certain type of Chosen in play. Your storyteller might adjust this amount either
mind for his campaign. This choice determines your up or down to suit his campaign.
magical and mundane capabilities.
Exalt Type and Generation Points
Step 2: Favored Stats and Skills Solar Exalted, Abyssal Exalted 300 GP
Once you have chosen your Caste you can mark the Lunar Exalted, Sidereal Exalted 280 GP
appropriate caste traits (that means stats or skills) as Terrestrial Exalted, Alchemical Exalted 260 GP
favored on your character sheet. Depending on your Heroic Mortals 160 GP
type of Exalted you can also select a number of ad-

13
Chapter Three • Character Generation

Your character automatically starts with 1 in each Stat will play. Usually this has a strong impact on the
and an Essence of 2 (unless you decide to play a he- campaign and so the Storyteller might restrict you to
roic mortal: they start play with an Essence of 1). The certain options. This choice determines the amount of
player then uses the assigned Generation Points to Generation Points your character will start with and
build his character. Use the table below to determine thus influences the number of dice you roll later on.
the different costs.
If you really want to leave everything up to chance
Generation Point Costs (and your Storyteller is okay with that), then roll a
Increase a Stat by 1: 10 GP single d10 and consult the following table. You should
Increase a favored Stat by 1: 8 GP however be aware that this makes the generation pro-
Increase a Skill by 1: 3 GP cess a two roll system. If you don’t mind that, go right
Increase a favored Skill by 1: 2 GP ahead.
Increase Essence by 1 (max Essence 3): 25 GP
Promote a dice in to an Excellency Dice: 10 GP Nr. Exalt Type
Promote a favored dice to an ExD: 8 GP 1 Heroic Mortal (hey, you wanted to roll!)
Buy a Charm or Spell: 10 GP 2 Terrestrial Exalted
Buy a favored Charm or Spell: 8 GP 3 Terrestrial Exalted
Buy 1 level of an Advantage: 3 GP 4 Terrestrial Exalted
5 Terrestrial Exalted
There are only three restrictions on how you spend 6 Alchemical Exalted
your points, apart from the natural trait maximums 7 Sidereal Exalted
and Charm minimums of course. These restrictions 8 Lunar Exalted
are: At least 25% of your GP need to go into your 9 Abyssal Exalted
Stats; At least 25% need to be used to buy Skills and 10 Solar Exalted
Advantages; At least 25% of your GP need to be spent
on magic, which includes everything from raising Es- Regardless of the result your character begins play
sence to buying Charms, Spells and Excellency Dice. with two regular die in each of the six stats and an
The remaining 25% may be used to round out the Essence of two (one for Heroic Mortals)
character and can be spent anywhere.
Step 2: Roll the dice
For example a starting Solar Exalt has 300 GP to spend, With your Exalt type determined you can go and grab
25% of this are 75 GP. To raise his stats, each one cost- the number of dice appropriate to your Chosen. Each
ing 10GP, the solar has to spend a minimum of 75 GP, of these dice represents a package of 20 GP. Please
which effectively means 80 GP as he can’t raise a stat note that this system is specifically built for Solar
by half a point. This gives him 8 stat increases.Then characters but can be adapted for other Exalted.
he needs to spend 75 GP on Skills, which with favored
and unfavored Skills roughly gives him 30 Skill/Ad- Exalt Type One Roll Dice Pools
vantage increases. The next batch of 75GP goes into Solar Exalted, Abyssal Exalted 12 dice
his magic, giving him about 8 charms or ExD for the Lunar Exalted, Sidereal Exalted 11 dice
cost of roughly 80GP. Whatever is remaining can be Terrestrial Exalted, Alchemical Exalted 10 dice
spent to increase whatever the Player wants to. Heroic Mortals 5 dice

One Roll System Now roll the dice. You can find out what the sets you
The One Roll Generation System is a fun way to rolled mean by checking the table below. Each set
quickly generate a random character to start play represents a certain profession, with the height deter-
with. One advantage of this system is you might end mining the actual profession and the width measuring
up playing a character you wouldn’t have thought of the general aptitude.
on your own but that ends up being tremendous fun
because it’s a change from your usual play style. The The Waste Dice (that is the dice that do not come up
system also gives player a rough life path (though that as sets) are applied to one of the 5 other tables, one
one requires some manual assembly) that helps flesh for each direction of Creation. You can choose to ap-
out the character. ply them as you see fit. These dice represent special
events that happened to your character during his life,
Step 1: Determine Exalt Type either before or after his exaltation. These lists aren’t
The first (and only) thing you have to do before roll- necessarily linked to that location but also to the ideas
ing the dice is to determine what kind of Exalt you behind the element. This means that even if your char-

14
Chapter Three • Character Generation

acter is someone who never left the blessed isle, you Artifact (performance related). 1 ExD (Perfor-
may still select events from the other lists. mance)

If you got a match with a width of 6 or higher, take the 2x4 Miserly Merchant
excess dice and treat them as Waste Dice and assign +1 CHARISMA, +2 Presence, +1 Bureau-
them to event lists. Note that in the lists below, stats cracy, +1 Linguistics, +1 Lore. +1 Advantage:
are always written in capitals so that you don’t have to Wealth, +2 Advantage: Possession. 1 Charm
look for them in the skill lists. Whenever Excellency (Presence)
Dice are listed (for example in the form of “1 ExD 3x4 Canny Tradesman
(Stealth)”), an upgrade is concerned. This means that +1 WITS, +1 Bureaucracy, +1 Presence, +1
one of the regular dice in the listed skill is turned into Survival, +1 Ride or Sail
an ExD. If different skills are listed then the player 4x4 Banker
may choose which one to recieve the ExD in. The +1 Bureaucracy, +1 Investigation. +2
same is true for Charms: Listing like “2 Charms (Lar- Advantage: Wealth. 1 ExD (Bureaucracy or
ceny or Awareness)” mean that the player is granted Presence)
two Charms which he may pick from the Larceny and 5x4 Captain of Industry
Awareness skills. 2 Charms (Presence or Bureaucracy)

Solar Professions 2x5 Poacher


2x1 Lowly Beggar +1 WITS, +2 Survival, +2 Investigation. 2
+1 WITS, +2 Larceny, +1 Dodge +1 Aware- Charms (Survival or Investigation)
ness. 2 Charms (Larceny or Awareness) 3x5 Experienced Hunter
3x1 Canny Beggar +1 Awareness, +1 Archery or Thrown, +1
+1 Larceny, +1 Stealth, +1 Presence, +1 Dodge, +1 Resistance. 1 ExD (Survival)
Performance. 1 ExD (Larceny) 4x5 Expert Woodsman
4x1 Experienced Beggar +1 STRENGTH, +1 Awareness, +1 Crafts, +1
+1 Larceny, +1 Performance, +2 Awareness. 1 Archery or Thrown, +1 Linguistics
Charm (Larceny or Awareness) 5x5 Master Wildsman
5x1 Beggar Monarch 1 ExD (Investigation), 1 Charm (Survival or
+1 CHARISMA . 1 ExD (Awareness) Investigation)
2x2 Petty Thief
+1 DEXTERITY, +1 Larceny, +2 Stealth, +1 2x6 Foot Soldier
Athletics. 2 Charms (Stealth) +1 STRENGTH, +2 Brawl or Melee, +1
3x2 Cutpurse Awareness, +1 Resistance. 2 Charms (Brawl)
+1 Stealth, +1 Athletics +1 Larceny, +1 or 2 Charms (Melee)
Advantage: Wealth. 1 Charm (Athletics or 3x6 Veteran Soldier
Stealth) +1 DEXTERITY, +2 Archery or Thrown, +1
4x2 Burglar Brawl or Melee, +1 War
1 ExD (Stealth), 1 ExD (Athletics) 4x6 Elite Warrior
5x2 Criminal Mastermind +1 Medicine, +1 Resistance, +1 Archery or
+1 MANIPULATION, +1 Awareness or +1 Thrown, +1 Awareness. 1 ExD (Brawl or
Investigation, +1 Athletics, +2 Advantage: Melee)
Wealth 5x6 Master of Combat
1 ExD (Archery or Thrown), 1 Charm (Ar-
2x3 Street Entertainer chery, Brawl, Melee or Thrown)
+1 CHARISMA, +1 Performance, +1 Pres-
ence, +1 Socialize, +1 Dodge. 2 Charms 2x7 Lowly Sage
(Performance or Socialize) +1 INTELLIGENCE, +2 Lore, +1 Medicine,
3x3 Traveling Bard +1 Linguistics. 1 Charm (Lore), 1 ExD (Lore
+1 MANIPULATION. 1 ExD (Performance or Medicine)
or Socialize) 3x7 Canny Sage
4x3 Successful Player +1 Lore, +1 Crafts, +1 Dodge, +1 Medicine.
+1 Performance, +2 Socialize, +1 Linguistics. 1 Charm (Lore or Medicine)
1 Charm (Performance or Socialize) 4x7 Expert Sage
5x3 Renowned Performer +1 WITS, +1 Investigation, +1 Occult, +1
+1 Lore, +1 Linguistics, +1 Advantage: Linguistics, +1 Medicine

15
Chapter Three • Character Generation

5x7 Master Sage 1 Lost Artifact


+1 Lore, +2 Medicine, +1 Crafts. 1 Charm You’ve found a useful artifact that looked like
(Lore or Medicine) someone had lost it and kept it. Maybe you found
it on the remains of a battlefield or in a ruin
2x8 Squad Leader hidden away from the rest of the world.
+1 STRENGTH, +2 War, +2 Melee. 1 Charm +1 WITS, +2 Awareness, +1 Advantage: Artifact
(War), 1 ExD (War) 2 Wilderness Explorer
3x8 Officer You enjoy being outdoors and moving through
+1 Awareness, +1 Melee, +1 Ride, +1 Perfor- the world. Maybe you’ve been a very active child
mance or Presence. 1 ExD (Performance or climbing on trees and rooftops in between work.
Presence) You know how to move and where to go.
4x8 Commander +2 Athletics, +1 Dodge, +1 Brawl
+1 WITS, +1 War, +1 Lore, +1 Integrity, +1 Upgrade 1 die in Athletics to an Excellency Dice
Advantage: Status 3 Keeper of the Traditions
5x8 General You were taught the old legends and traditions
+2 War, +1 Performance or Presence, +1 by a teacher, parent or hired sage. You still know
Advantage: Status. 1 Charm (Presence, most of them and the truth they contain always
Performance or War) comes in handy.
+2 Performance, +2 Lore
2x9 Sorcerer’s Apprentice Upgrade 1 Die in Lore or Performance to an
+1 INTELLIGENCE, +2 Occult, +1 Lore, +1 Excellency Dice
Dodge. 2 Charms (Occult) 4 Bureaucratic Swindle
3x9 Hedge Wizard You’ve noticed the loophole and you’ve exploited
+1 Occult, +2 Crafts, +1 Dodge. 1 Charm it to your heart’s content. You took some of the
(Crafts) money for yourself or you’ve secretly rerouted
4x9 Adept some shipments with a few well placed letters.
+1 INTELLIGENCE, +1 Occult, +1 Investi- Now you’re richer and noone’s any wiser.
gation, +1 Integrity, +1 Lore +1 MANIPULATION, +2 Bureaucracy, +1
5x9 Master Enchanter Advantage: Possession, +1 Advantage: Wealth
1 Charm (Occult or Crafts), 1 Charm (Occult) 5 Lived with Barbarians
You spent some time with a roving barbarian
2x10 Noble By-Blow tribe. Did they snatch you during a raid? Did they
+1 DEXTERITY, +1 Socialize or Bureau- find you lost in the wilderness? Did they let you
cracy, +1 Melee or Archery, +1 Advantage: go or did you escape? Regardless of the circum-
Wealth, +1 Advantage: Status. 2 Charms stances, you learned many a useful thing from
(Socialize or Bureaucracy) your captors, not the least their language.
3x10 Minor Noble +2 Survival, +1 Resistance, +1 Linguistics. 1
+1 MANIPULATION +1 Dodge, +1 Ride, +1 ExD (Survival)
Melee or Archery, +1 Advantage: Wealth 6 Harsh Winter
4x10 Prominent Noble It came as a surprise to everyone and it was the
+1 Linguistics, +1 Integrity, +1 Socialize or coldest winter in ages. It might have been wyld
Bureaucracy, +1 Advantage: Status. 1 Charm storms, air elementals on strike or just plain bad
(Integrity) luck but the people suffered and fought for food
5x10 Of Royal Blood with only the toughest surviving. You did but at
+1 Integrity, +1 War, +1 Advantage: Wealth, what cost?
+1 Advantage: Status. 1 ExD (Integrity) +1 STRENGTH, +1 Brawl, +2 Resistance, +1
Survival
With the Professions done, we go over to the Random 7 Left for Dead
Events for the different regions of Creation. Apply Attacked by bandits, barbarians or beasts you
your Waste Dice to the sections as you see fit. were left behind for dead. With sheer will and en-
durance you managed to survive, patch yourself
Events of the North up to the best of your abilities and then stumble
These events often deal with the rugged conditions back into civilization.
of wild nature. The strongly intellectual nature of the +2 Medicine, +1 Resistance, +1 Dodge. 1 Charm
element of Air stands in contrast to this. (Medicine)

16
Chapter Three • Character Generation

8 Exiled +2 Bureaucracy, +1 Dodge, +1 Integrity. 1 ExD


You rivaled the leaders of your community with (Bureacracy)
your personal influence and new ideas and you 5 Uncovered a treacherous Plot
were exiled. Or did you maybe just commit a Either through dumb luck or cunning you
heinous crime? stumbled over a treacherous plot against one
+1 CHARISMA; +2 Presence, +1 Integrity, +1 of the powerful. You uncovered the conspiracy
Dodge and unmasked the traitors leading to their swift
9 Learned from a Shaman execution. You have been sufficiently rewarded
Just how it did it come about that you spent some but you might have earned some enemies.
time learning about the spirits and their secrets +2 Investigation, +1 Integrity, +1 Advantage:
from a Shaman? Whatever the cause he taught Wealth. 1 Charm (Investigation)
you many occult secrets. 6 Privately Tutored in the Art of Combat
+2 Occult, +1 Lore, +1 Medicine. 1 Charm At some point during your life you had the
(Occult) luxury of being trained in the arts of Combat by
10 Strict Physical Regimen a talented master of his art. Someone most likely
You decided to undergo a dietary restriction and spend a lot of money to get you there or maybe
daily training for personal or religious reasons your master just discovered your hidden talent.
and it led to a clarity of mind. But what do or +1 STRENGTH, +2 Brawl or Melee, +1 Archery,
don’t you eat? And why did you start? +1 Integrity
+2 Integrity, +1 Lore, +1 Brawl or Athletics. 1 7 Librarian to the Powerful
Charm (Integrity) For some reason or another you spend some time
of your life tending the library of the rich and
Events of the Blessed Isle influential. You’ve learned many a thing from the
The events from this list deal with society and its pit- books and your masters alike.
falls. They are also based on the stable and creating +2 Lore, +1 Socialize, +1 Bureaucracy. 1 Charm
nature of the element of earth. (Lore)
8 Board game Master
1 False Hero At some point you’ve discovered that you had
You were considered a hero for a deed you never an aptitude for the strategic board games in
accomplished. Maybe you made the story up or vogue with the powerful. You actually won a
someone else was responsible and you just took few tournaments and earned some accolades
credit for it. What was the deed? for yourself. You might have even taught a few
+1 CHARISMA, +2 Performance, +1 Larceny, spoiled children how to play the game and think
+1 Presence strategically, preparing them for their future
2 Secret Love careers as officers.
The two of you were deeply in love but it had to +2 War, +1 Presence, +1 Lore. 1 ExD (War)
remain secret, for the sake of both of you. Maybe 9 Secret Workshop
the social standing was too different or she/he You were once working on secret projects for a
was of a feuding family or religion. Whatever the lord. You might have been part of the workforce
cause, your love had to remain a secret and you secretly building catapults for a siege or you’ve
spent a lot of your time sneaking about. been the master craftsman forging a masterful
+1 DEXTERITY, +2 Stealth, +1 Athletics, blade in secret.
Advantage: Beauty (1) +3 Crafts, +1 Stealth. 1 Charm (Crafts)
3 The Unseen Eye 10 Bastard Child
You’ve been hired by someone to spy on some- You’re the bastard child to someone with a
one else. The question is why? And were you significant degree of influence. You had to hide
successful? your identity and you’ve hardly known your real
+1 Stealth, +1 Performance, +1 Presence, +1 parent. Who is or was your parent? And who
Socialize. 1 Charm (Stealth or Performance) raised you?
4 Marriage of Convenience +1 MANIPULATION, +1 Integrity, +1 Stealth,
Maybe you were forced into it by your family or +1 Socialize, +1 Advantage: Wealth
you chose your spouse on your own but you’re
stuck in an uncomfortable marriage of conve- Events of the East
nience. What was the reason for buying into a dry The events from this deal with the manifold lands
and loveless marriage? And are you still stuck of the east and their large variety in vegetation and
with him/her or did you flee one night? inhabitants. Other elements are the themes of growth,

17
Chapter Three • Character Generation

life and death that can be found in the element of to deliver the baby. And you actually succeeded
Wood. in bringing the child out alive. Whose baby was it
and is the mother still alive?
1 Murder! +1 DEXTERITY, +2 Medicine, +1 Lore, +1
You had to commit a cruel and cold act of Survival
murder. Was it long planned and out of spite or 8 Band of Drifters
greed? Or didn’t you have any choice left and just You’ve joined the rowdy bunch roaming the
did what had to be done? Who did you kill, and countryside and before you knew it you were
why? their leader. The group might be a few cutthroats
+2 Melee, +1 Stealth, +1 Larceny. 1 Charm or a few honorable deserters from a lost war but
(Melee or Stealth) they are loyal to you.
2 Scavenger Expedition +1 CHARISMA; +1 War, +1 Presence, +1
You’ve taken part in at least one expedition trying Archery or Thrown, +1 Advantage: Followers
to unearth the secrets of the First Age. You might 9 Gravedigger
have been the leader of the expedition or just You’ve dug your fair share of graves in your
someone responsible for carrying the food. Either lifetime. Maybe you worked for a big morticians
way you managed to snatch something of great guild or you’ve just been the only one with a
value for yourself. proper shovel in your village. Whatever the
+2 Stealth, +1 Athletics, +1 Larceny, +2 Advan- reason, you learned a lot about life and death.
tage: Artifact +1 INTELLIGENCE, +2 Occult, +1 Medicine,
3 Growing Capital +1 Athletics
You are involved with a bar or brothel or other 10 You rescued them!
establishment that benefited from a burst of You were at the right place at the right time and
growth: You might be the owner or just someone managed to save someone important from a dire
who invested into the project but you reap the fate. Not only did they reward you they also gave
rewards. you all the duly deserved glory and people know
+2 Socialize, +2 Advantage: Wealth. 1 ExD your name now.
(Socialize) +2 Integrity, +1 Advantage: Wealth, +1 Advan-
4 Survived a Death Sentence tage: Status. 1 Charm (Integrity)
You were supposed to be hanged, or decapitated
but you managed to free yourself at the last Events of the South
minute. Maybe someone rescued you or general These events are inspired by the hot lands of the
turmoil allowed you to escape. Maybe someone southern Direction. Because the element of Fire is
even declared you innocent at the last second. closely linked to the wide range of human passions
+2 Presence, +1 Bureaucracy, +1 Dodge. 1 these events are often social in nature.
Charm (Presence)
5 Adopted an Animal 1 Blind Love
Maybe you rescued an injured animal or you You’ve met her (or him) and you’ve been swept
raised it from its birth. Whatever the reason off your feet from the first moment. You were
you have a trusty animal that not only follows madly in love and it took you too long to figure
your commands but that also loves and wants to out that he/she just wasn’t good for you. He/she
protect you. got you involved in things that you’d rather
+1 WITS, +1 Survival, +3 Advantage: Animal not be involved in and you’ve done things for
Companion him/her you’d rather not have done. But you’ve
6 Caught in a War left him/her and you’re over it now, right?
A war broke out and you were right in the middle. +2 Larceny, +1 Stealth, +1 Melee. 1 ExD (Lar-
Maybe the neighboring kingdom decided to ceny)
invade or it was an attack from one of the lords 2 Professional Athlete
of the Underworld. Regardless of the cause you You were at one time a professional athlete,
were forced to fight for your life and maybe even performing in theaters for the amusement of the
for the life of your family. audience.
+1 Melee, +1 Brawl, +1 Stealth, +1 Athletics. 1 +1 DEXTERITY, +2 Athletics or +2 Ride, +1
ExD (Melee or Brawl) Resistance, +1 Advantage: Status
7 Spontaneous Midwife 3 Served in a Harem
You never intended to get your hands this dirty You might have been one of the beautiful wives
but for some reason you were the only one on site or husbands of an influential potentate or you had

18
Chapter Three • Character Generation

just been the boy to clean the pool, serve the wine 10 Drug Delirium
and change the sheets. Whatever you did, you You’ve been a regular drug user and seller but at
know what people desire and how to use this for some point you just took too much of the drug
your own ends. of your choice and nearly killed yourself. You’re
+1 MANIPULATION, +1 Presence, +1 Perfor- lucky to have survived and now you’re trying to
mance +1 Socialize, +1 Stealth stay sober. Luckily the money you made deal-
4 Bureaucratic Nightmare ing with drugs helps to distract you from your
For some reason or another you were lost in a cravings.
bureaucratic nightmare and had to navigate the +1 Integrity, +1 Socialize, +1 Resistance, +1
offices and bureaus of a city to keep your life Advantage: Wealth. 1 Charm (Integrity or
intact. Did you succeed? Resistance)
+1 WITS, +2 Bureaucracy, +1 Presence, +1
Integrity Events of the West
5 Lost in the Desert The events of the West not only deal with water and
You were part of a caravan traveling the southern sailing but with sudden changes of fortune and the
sands when something went awry. Bandits characters success (or failure) in adapting to those.
attacked, the guide lost his way or a wyld storm
raged. Whatever the cause, you got separated and 1 Theft of Opportunity
lost in the desert. Only through sheer will did you You always had a thing for shiny and expensive
manage to survive and stumble back to civiliza- things, especially when they belonged to other
tion. people and that one time you just couldn’t resist.
+1 STRENGTH, +2 Resistance, +2 Survival You’ve snatched something valuable and nobody
6 Fought as a Gladiator suspects you.
You fought for money or fame in an arena while +2 Larceny, +1 Dodge, +1 Advantage: Wealth. 1
the crowd cheered on. Did you do so at your own ExD (Larceny)
volition or at the behest of others? Whatever the 2 Escape in the Night
cause you’ve emerged a strong fighter. Things changed suddenly and drastically and
+2 Brawl or Melee, +1 Dodge, +1 Performance. 1 you had no other option but to flee in the dark of
Charm (Brawl or Melee) night.
7 Learned Slave +2 Stealth, +1 Athletics, +1 Resistance. 1 ExD
You lived some time of your live as a slave to (Stealth)
the rich and mighty. Maybe raiders snatched 3 Traitor!
you from a caravan or your family sold you into You betrayed someone or something and prompt-
slavery to survive? Instead of the life of hard ly switched sides. Unfortunately your betrayal
work that awaited most other slaves you were has become more widely known than you might
taught in the arts of medicine as to be a useful have desired.
servant to your lord. +1 MANIPULATION, +2 Performance, +1
+2 Medicine, +1 Lore, +1 Resistance. 1 ExD Presence, +1 Dodge
(Medicine) 4 Robbed
8 Vengeance! You were robbed and somebody took almost
You were wronged by someone in a way that everything you owned. Maybe pirates raided the
only blood could wash away the stain. Whether merchant expedition that you invested all your
in boiling rage or cold vengefulness you got your money in. Or you were simply mugged with brute
revenge and someone got what he deserved. But force.
just what happened? +1 WITS, +2 Bureaucracy, +1 Awareness, +1
+1 Integrity, +2 Brawl or Melee, +1 War. 1 Integrity
Charm (Brawl or Melee) 5 Shipwrecked
9 Favored Artist Through some ill fortune you were onboard a
Your talent and work captured the eyes of the ship that was wrecked. But how exactly did you
important and they supported you with both survive? And did anyone else or are you the only
contracts and exposure. You lived the good life, one left?
taking part in parties and showing your works to +2 Sail, +1 Survival, +1 Resistance. 1 Charm
the influential. But what now? Do you still own (Sail or Survival)
their favor or did you fall from grace? 6 Ambushed
+3 Crafts, +1 Socialize. 1 Charm (Crafts) Someone ambushed you and you had to fight
back to survive. Was it a group of bandits or a

19
Chapter Three • Character Generation

single stealthy assassin? And what was the reason them as you please.
for the attack?
+2 Awareness, +1 Dodge, +1 Melee or Brawl. 1 Step 3: Caste and favored Skills
Charm (Awareness) The next step is to choose a Caste that would be appro-
7 Unlikely Tutor priate to his different statistics and previous lifepath.
A wise old man told you a lot of surprisingly Skip this step if you created a heroic mortal.
accurate stories about the world. Maybe it was
your uncle or the old sailor you traveled with. Or The choice of Caste can be based on the widest pro-
you simply shared a room with him because you fession set using the table below. This ensures that the
couldn’t afford one on your own. character is proficient in his special field. Alternatively
+1 INTELLIGENCE, +2 Lore, +1 Linguistics, +1 you can look for your highest skills and stats and as-
Crafts sign the caste appropriately. Don’t forget to check in
8 Press Ganged your favored Caste skills (and stats) as you would in
You were pressed into military service aboard the regular character generation.
a war ship against your will. Just how did you
manage to get out of this? Once this is done you may choose your free favored
+1 STRENGTH, +2 Resistance, +1 Sail, +1 War skills or stats as described on page XX. Once again
9 Religious Convert it might be useful to look for already strong stats and
An occult revelation caused you to change your skills that your character excels at. He most likely has
beliefs. What did you believe in and who do you a special proficiency in those.
pray to now? And just what happened to change
your mind? Step 4: Select Charms
+2 Occult, +1 Lore, +1 Performance. 1 Charm With your caste determined and all your stats & skills
(Occult) set you might want to choose the charms that you
10 Unexpected Treasure were granted during character generation. Make sure
Maybe you won it or you’ve just stumbled over it that you meet the requirements where possible. If you
on a deserted Island. Either way fortune has been should – for some reason – not be able to buy a charm
smiling at you and now you’re in possession of in a skill or stat because you lack the requirements,
something very valuable. then either change the Charm into an Excellency Die
+1 Integrity, +1 Socialize, +2 Advantage: Artifact for the trait or choose a Charm from a different trait.
or +4 Advantage: Posession, +2 Advantage:
Wealth Step 5: Personality
The last step is to determine the Motivation and the
Smoothing the Edges Virtue Flaw of the character. Here a random system
After rolling up your character you’ll still have to would be poorly placed as the personality of your
some manual assembly. The first thing you have to character is something only you can really decide on.
do is to check if you have more points in a skill or During this step be sure to be in touch with your Sto-
stat than would be possible. If so, then simply rear- ryteller and your fellow players to ensure compatible
range those skill points as you see fit. You also have and interesting characters.
to do this whenever a heroic mortal is granted ExD or
Charms. Simply transform them into GP and spend

Profession Sets and Castes


Prof. Nr. Solar Abyssal Lunar Sidereal Terrestrial Alchemical
1 Night Day No Moon Serenity Water Moonsilver
2 Night Day Changing Moon Endings Air Soulsteel
3 Zenith Midnight Changing Moon Serenity Wood Soulsteel
4 Eclipse Moonsh. Casteless Endings Water Moonsilver
5 Zenith Midnight Full Moon Journeys Wood Jade
6 Dawn Dusk Full Moon Battles Fire Jade
7 Twilight Daybreak No Moon Secrets Earth Orichalcum
8 Dawn Dusk Full Moon Battles Earth Orichalcum
9 Twilight Daybreak No Moon Secrets Air Starmetal
10 Eclipse Moonsh. Changing Moon Integrity Fire Starmetal

20
Chapter Three • Character Generation

Strategies and Tips 10 Dexterity, Manipulation, Integrity, Socialize


A few handy tips about using the One Roll Character
Generation system can be found below. They provide Where are the Martial Arts Styles?
ideas on how to shape the results and interpret them. If you want a character who has learned a Martial Arts
style, then choose a style and use the levels gained in
Roll again the parent skill to instead raise the sub-skill to a level
Remember that this system is a tool to quickly come you are satisfied with.
up with cool characters. If the character you rolled up
just doesn’t look like he’s going to be fun for you, What about the favored GP discount?
then don’t hesitate to scrap it and start over. The One Roll Generation requires a certain degree of
abstraction. Because favored skills and stats are not
Use the same events to bond determined at the time of the rolling, it is impossible
If you want to make your character mesh well with to determine the actual point cost of the varying trait
those of your fellow players, look if you have the changes. To compensate the various stat packages add
same events appearing in both histories. If you do slightly more traits than 20 GP would allow them to
then you can easily use those to bring the two char- but this might still result in less effective characters
acters closer together. If there are no identical events than when using the point buy method.
or professions, then maybe you can use similar (or
even opposed) ones and interlink them. However this
technique requires the players to go through the One Advancement
Roll Character Generation together. During the course of his existence, a character can
learn and improve. The resource to do this with is
Keep them or roll them? called Experience Points (or XP for short). They are
If you have a set with a width of 6 or more then you earned during and at the end of a session and can be
usually treat the excess dice as Waste Dice and apply spent to raise Stats and Skills, buy Excellency Dice or
them to events. This creates more focused characters learn Charms and Spells. All improvements usually
as is typical for Exalted. If you want a less focused require the okay of the Storyteller.
but better rounded character, then re-roll the excess
profession dice and apply the results as usual. Earned Experience Points
There are a number of sources for experience points,
Roll less dice most of which are awarded at the end of a session.
You might want to roll a few dice less than you are Some however can be gained mid-game.
allowed to and then spend GP just as in the regular
character generation after you rolled. For each die Attendance
held back in that manner you gain 20 GP to spend as Simply for attending the game you get 2 XP at the end
you see fit. of the session.

Fix some dice OOC Enhancement


Instead of taking out some dice you can simply set For enhancing the game through out of character ac-
them to a desired number to make sure you end up tions, your character can gain 1 XP at the end of the
with a character that has the skills you desire. Either session. This can include the guy getting the pizza or
look at the various event and profession tables and writing a journal about his character.
find those that interest you or check out the table
below to find out which number on the dice roughly Player-Award
corresponds with what skills and stats. At the end of each session, the players may award 1
XP to one of their ranks. They can nominate and vote
Nr. Relevant Stats & Skills for whomever they want. This is generally used to
1 Charisma, Wits, Larceny, Performance award cool actions and interesting role-playing.
2 Dexterity, Manipulation, Stealth, Athletics
3 Charisma, Manipulation, Performance, Socialize Storyteller-Award
4 Manipulation, Wits, Presence, Bureaucracy Similar to the Player-Award, the Storyteller can also
5 Strength, Wits, Investigation, Survival grant 1 XP to one of the players for interesting ideas
6 Strength, Dexterity, Close & Ranged Combat and in character action.
7 Intelligence, Wits, Lore, Medicine
8 Strength, Charisma, War, Presence
9 Intelligence, Occult, Lore

21
Chapter Three • Character Generation

Level 3 Stunts Learn a Charm of another Exalted Type: 40 XP


Level 3 Stunts can award the PC an extra point of ex- Buy 1 Level of an Advantage: 10 XP
perience. This is limited to 1 XP per session however Increase a Company Stat by 1: 50 XP
but that one is gained immediately.
Favored Stats and Skills
Motivation The Exalted may favor certain Stats or Skills. These
Whenever a PC acts in accordance to his motivation represent an exception talent for the trait in question
he gains XP as appropriate (see page XX). These XP and they provide an XP cost discount to raise the
are gained immediately, even mid-session. chosen trait and when buying associated Excellency
Dice or Charms. It is also easier to raise those stats
Virtue Flaw as the player doesn’t need a specific reason to do so
When succumbing to his Virtue Flaw, a character can or commit to training time. Solar, Abyssal, Sidereal
also gain XP similar to that of his motivation. See the and Terrestrial Exalted favor Skills while Lunar and
Virtue Flaw section on page XX for more informa- Alchemical Exalted primarily favor Stats.
tion. Also these XP are gained mid-session.
Converting Dice to Excellency Dice
Story Achievment Whenever a character spends Experience Points to
At the end of the session, the Storyteller may also gain Excellency Dice he has to upgrade a regular
award up to 5 XP to the players if a story-arc was dice. This means that going from a 3d Melee pool, the
brought to its conclusion. This can be more or less player will have a 2d+1ExD pool.
as appropriate. A particularly tough challenge might
herald 7 XP while a minor plot point might only net
the PCs 3 XP.

Note that the average experience point gain of the


players should be about 15 XP per session. Of course
this will sometimes be more (usually at the end of a
story arc) and sometimes less but the experience point
costs were designed with this number in mind. If you
desire faster or slower character advancement, be sure
to tell that to your players and modify the XP gain as
appropriate.

Long-Term Experience Points


When calculating the amount of XP character gain
during off-screen time, consult the table on page 275
of the Exalted Second Edition corebook and double
all XP values.

Spending Experience Points


Now it’s time to spend those sweet, sweet experience
points. To do so you need to decide what you want to
increase and then pay the appropriate amount of Ex-
perience Points from your reserves. If you do not have
enough XP then you can not improve in that area.

Experience Point Costs


Increase a Stat by 1: 50 XP
Increase a favored Stat by 1: 45 XP
Increase a Skill by 1: 10 XP
Increase a favored Skill by 1: 8 XP
Increase Essence by 1: (25 x New Level) XP
Promote a dice to an ExD: 50 XP
Promote a favored dice to an ExD: 40 XP
Learn a Charm or Spell: 25 XP
Learn a favored Charm or Spell: 20 XP

22
Chapter Four

Rules

Combat Movement
Unworthy Opponents Walking
Uwnorthy Opponents (or Extras) are mostly treated As written on REIGN p. 189 a character moves 15
according to the rules in REIGN on p. 191. One dif- feet per combat round. If he wants to move faster then
ference is that Threat may exceed 4 through magical he has to take a running action.
influence. Also Unworthy Opponents in OREx have
an Essence rating. This is equal to the average of it’s Running
members and it has a number of effects: An action to run is resolved with Dexterity+Athletics,
each point of width adding 5 feet to the total. Taking
More dice other actions while running requires a multi-action as
When supernatural creatures become unworthy oppo- usual.
nents, each creature is worth a number of dice equal
to it’s Essence score. This way, a gang of 5 Essence 3 Jumping
demons is able to roll 15 dice - as many as 15 Essence Characters can jump as a Strenght+Athletics action.
1 mortals. However each killed demon takes out 3 This can be done in addition to the free move action
dice, quickly reducing the pool. or part of a multiple action. In these cases, the jump
action incurs a multiple action penalty as usual.
Tougher opponents
With the powerful attacks of the Exalted, Unworthy A character can jump his Strength+Essence in yards.
Opponents need to be a bit stronger to provide a bit Each point of Width can add 1 yard to this distance.
more of an obstacle. Unworthy Opponents add half Half the total for vertical jumps. If the Jump action
their Essence (round down) to their Threat Rating fails, the character is downed.
when checking to see if they are killed by a blow. To
take out a Threat 3, Essence 3 minion you need a blow
with a height of 4 or more, or one that does at least 4 Social Conflict
shock or 4 killing. For weapons that deal both types of Social Conflict is a rule system unique to OREx. It is
damage simply use the larger amount of damage. designed to resolve social situations. Social Conflict
is used when there are parties involved that desire to
peacefully resolve their conflicting motivations and
goals through discussion and other means. Whether
this is an Eclipse Caste solar trying to seduce a chaste
immaculate, a dawn rallying and inspiring his follow-
ers or a zenith praying to the Unconquered Sun.

23
Chapter Four • Rules

Not every conversation has to be modelled with the Conflict


Social Conflict system. It is only when two parties
have conflicting goals that you join a Social Conflict. If multiple characters have sets with the same Height
use Width to break ties. If there is still a tie, use Ma-
Running Social Conflict nipulation to resolve it. If that still fails use Essence.
A Social Conflict is in some ways similar to regular Regardless of the outcome, keep the sets of all players
Combat but one of the main differences, besides the in mind.
different terms and skills used, is the different timing.
Instead of players declaring and acting based on their Step 3 - Roleplay Exchange
Wits score, the system follows the natural flow of a With the basics of Social Combat determined it’s now
conversation. time for the roleplaying. The player with the floor
has the privilege to begin the conversation if he so
Step 1 - Determine Goals and Influences chooses. If he declines than whoever is next in line
The first step of Social Conflict is to set the conditions may do so.
or goals the different parties have. An example of a
goal would be: “I want to convince him to send his During this step all players and participants, even spe-
mighty fleet to our aid”. A side can have more than catators, may now interact as usual. It’s important that
one goal if they are really ambitious. every player had enough time to make one or more
arguments and had a chance to defend himself. but
It is important that both sides have goals, if one party this shouldn’t devolve into rambling. It’s the Story-
is merely defensive then usually a simple roll should tellers responsibility to move on if this step drags on
be sufficient. too long.

Participants in Social Conflict wants to put Influences Step 4 - Declare and Roll Actions
(explained below) on their opponents. An influence After the Players roleplayed the argument they declare
always opposes one of the targets virtues and has to their actions. This is done in accordance with their
overcome it. roleplayed arguments or counterarguments. Not every
argument has to be declared an individual action if the
With the desired goals determined, it’s time to figure player doesn’t want to. If a player declares multiple
out what Virtue the Influences affect. This is the story- actions then he suffers multiple action penalties as
teller’s decision but a player can explain how he feels usual. At this point the different, neccessary stats and
about the influence, or how he intends to defend if he skills are determined.
feels the storyteller assigned an Influence wrongly.
Unlike combat, Social Conflict is not basd on Wits or
The list below should give you a quick overview. For a set’s Width to determine who goes first. Instead the
more information read up on the individual Virtues in player with the Floor goes first with all other players
the Exalted Second Edition Core on page 102. being sorted by their sets from that roll. Whoever was
last has to begin by declaring, rolling and assigning
Compassion - Feelings towards other people. Good his sets to his actions. This then continues to the next
and Bad player. Once everyone has assigned their sets they are
Conviction - Personal goals, personal situation resolved.
Valor - Pride, Duty
Temperance - Honor, Self-Control, Enlightenment. The resulting sets are divided as appropriate. If a
player has too few sets available then he has to decide
If an Influence could target multiple Virtues always which Arguments (attacks) or Counterarguments (par-
use the highest one of the target. A seduction example ries) he takes and which ones were just too ineffective
would for example usually be assigned to Temper- to have any real impact.
ance. If the target however is happily married and has
a high Compassion (feelings for his wife) then this Step 5 - Resolve Arguments
Virtue has to be overcome instead. This time the player with the Floor makes the first Ar-
gument. Whoever is targeted may now use a Counter-
Step 2 - Determine Order of Social Conflict argument set to gobble the attack. If multiple people
At the start of a Social Conflict all active participants are targeted, then only one may defend for all others
roll Wits + Socialize. Mere spectators or the audience by publically counterarguing.
does not need to roll. The player with the highest roll
“has the Floor”. This grants him a small edge in the If the argument is not gobbled, then resolve it (see the

24
Chapter Four • Rules

section on Arguments below) and move on to the next sense or move him.
player in line. This goes on until everyone has made
one argument or has no more to make. Then the cycle Regaining Composure
begins anew with the player holding the floor until no How (and when) do you regain Composure
more sets or arguments are remaining.
Social Arguments
Step 6 - Change Floor
Once all sets are exhausted we check if the conversa- Making Arguments
tion persists: If all parties agree to end the conflict or A successful Argument first drains a character’s Com-
if one party has completely exhausted it’s Composure posure and the builds up an Influence. First determine
then the conflict ends, otherwise it goes on. the Impact of the Argument (this is comparable to the
Damage in regular combat). To do so use the width of
If the discussion persists then the Floor automatically the used set as basis and then add or substract bonuses
goes to the next player in line. Now however every- and penalties as follows.
one has a chance to take the Floor, even the player that
just lost it. Argument Impact Modifiers
Complexity of Argument +1 / 0 / -1
To do so, all players that desire the Floor first spend Effects of Influence +1 / 0 / -1
a point of Composure. Then everyone aiming for the Permanence of Results +1 / 0 / -1
Floor plus the player who just got it roll Wits + Social- Relations to Intimacies +1 / 0 / -1
ize. Use the new sets to find out who gets the Floor Relations to Virtue +1 / 0 / -1
and to determine the new order of players. The player Relations to Motivation +2 / 0 / -1
who just got the floor has the added bonus of being
able to choose between his rolled set or to keep the set Substract the resulting Impact from the opponent’s
from the previous round. Composure. If the Composure is reduced to 0, then
an Influence with a Strength of 1 is created. If there
Players who did not wish to roll do not have that choic: is Impact remaining after reducing Composure to 0,
they automatically retain their old sets and are ordered then the Strength of the created Influence is equal to
with the new ones as if they had just rolled these sets. the excess Impact.
These players however can not get the Floor, even if
they have better sets left over from the last round. Argument Skills

The Conflict then goes back to Step 3. Influences


Ending Social Conflict Types of Influences
Emotion
Charms and Social Conflict Compulsion
Belief
Combat and Social Conflict
Effect of Influences
(By the Dragons, Stop!) An Influence has an impact on the character measured
Sidebar about using Social Conflict to end Combat. in Strength. If this Strength is less than to the assigned
Virtue then it affects the character but there is a com-
Composure promise involved: it is only Partial Influence.
Composure could be considered the social trait ana-
logue to health in regular Combat. It measures how If the Strength is equal to or higher than the Virtue,
cool and level-headed a character is and it’s deter- then the Influence works as desired. It is considered
mined as the the sum of a character’s Charisma and Full Influence.
Integrity.
Mortals have most of their Virtues on 2, some go as
Loosing Composure low as 1 or up to 3. Only the rarest and those worthy
Successful Arguments reduce a character’s Compo- of Exaltation have virtues of 4 or more. Coupled with
sure. As the character loses Composure he will find a typical Composure of 3, a total Impact of 5 is usu-
that the arguments of his opponent affect him deeply. ally enough to Fully Influence a Mortal.
Once it reaches zero the character accepts the demands
of his opponent, either because his arguments make

25
Chapter Four • Rules

Using Influences to Create Intimacies


Only Full Belief Influence can create or erode an Inti-
macy in a target. Natural Influence can also only add
or reduce an Intimacy by one point. Charms that create
Unnatural Influence allow the Exalted to remove this
restriction: For every 2 points of Strength in excess
of the Virtue, the Strength of the created Intimacy is
increaed by 1.

26
Chapter Four • Rules

27
Chapter Five

Magical Powers

Excellency Dice and Static Ratings


Excellency Dice When determining the smaller of two pools for a
Excellency Dice simulate the superhuman potential of multiple action. ExD then always factor in as two
the Exalted. The Chosen are far better at what they dice. Also ExD in Linguistics always provide two
focus on than any ordinary mortal can ever hope to be. languages instead of one.
Every type of Exalted has a unique kind of Excellency
Dice that they can buy. These dice provide superior Types of Excellency Dice
results as the player has more control over an Excel-
lency Die’s result. Solar Dice (SoD)
Solar Dice embody perfection. A blade wielded by a
Buying Excellency Dice Solar means death and a skilled seducer is irresisitible
To gain access to Excellency Dice a character has to to all. Solar Dice are always set to the highest rolled
upgrade his existing dice. By spending Experience number.
Points, the player can upgrade one or more of his
character’s dice to Excellency Dice. A character can Abyssal Dice (AbD)
never have more Excellency Dice in a Trait than he Abyssal Dice act like Solar Dice.
has Essence. All Exalted can only buy Excellency
Dice for their Skills with the exception of the Lunar Lunar Dice (LuD)
and Alchemical Exalted who buy these Dice for their Lunar Dice are as flexible and mercurial as the moon.
Stats instead. After the roll Lunar Dice can be set to any number the
player chooses. However no two Lunar Dice can ever
Using Excellency Dice be set to the same number. This makes Lunar Dice
Each Excellency Die acts like a regular die unless very useful when taking multiple actions.
infused with motes. For two motes an Excellency dice
can be activated and its special features unlocked. Sidereal Dice (SiD)
Their capabilities are in every way superior to regular The Sidereal Dice are bound to the fickle strands of
dice as they provide more control over the result. fate and allow them to affect chance in their favor.
Sidereal Dice are rolled as normal but sperately from
Another feature of activated Excellency Dice is that your other dice. After the roll any single Sidereal Dice
they buy off dice penalties. Instead of vanishing en- may set its value to that of another rolled Sidereal
tirely, they are instead downgraded to regular dice. Dice OR it’s value may be adjusted by 2 up or down.
They can not be upgraded again after this however.
Keep in mind that Stunt Dice are removed by penal- Terrestrial Dice (TeD)
ties even before Excellency Dice are. Terrestrial Dice are built for teamwork. They are
rolled just like normal dice but after the roll TeD may

28
Chapter Five • Magical Powers

be exchanged with the TeD of allies, as long as both Round as he has Essence. However he may only use
execute similar or compatible actions. A TeD that is either one Simple or one Extra Action Charm.
not exchanged may have his rolled number adjusted
up or down by 1. Also each Charm, unless specified, may be used only
once. This means that a Solar might be able to use
Alchemical Dice (AlD) Smoldering Fist Strike to increase the damage of each
Alchemical Dice are modular but mechanical. They of his attacks, but he may not do so twice for each
are not rolled and instead are set to a certain number strike and have the effects stack.
between 1 and 7. The player may choose this number
for his character and it may be changed whenever he Lastly ehenever a character uses more than one Charm
undergoes maintenance. This change applies to all his in a round he adds one to his Anima Track for each
AlD regardless of Stat. Charm after the first. For more information see the
Anima section on page XX.
What about Gods and Demons?
To model the capabilities of supernatural beings sim- Simple
ply choose a Dice Type from the list above that you Simple Charms requires a separate action, whether it
feel is most appropriate. If this is not satisfying take requires a dice roll or not. If it is executed on its own,
a look at other ORE games for inspiration on other an unrolled charm activates at the start of the round
types of dice. There are too many different beings in and a rolled one activates as determined by the width
the world of Exalted for me to try and come up with and height of the roll.
fitting Dice Types for every single one.
If a Simple Charm is part of a multiple-action and does
not require a roll, then it is timed to activate together
Charms with the character’s first set – or at the end of the
Charms are small pre-defined packages of magical round if the character has no set. If the Simple Charm
effects that the Exalted learn and frequently use. Each is part of a multiple-action and is rolled it is resolved
type of Chosen has their own Charm sets that fit their according to the set assigned to the Charm Use.
theme and capabilities. Charms are powered by motes
and are usually associated with a Skill (or in the case In either case, a Simple Charm has to be declared
of Lunars and Alchemicals: a Stat). They can usually as one of the actions of a character at the start of a
only be used with rolls or actions of that trait. round.

All charms, regardless of skill or stat, have a number Supplemental


of common attributes that help understand their ef- Supplemental Charms supplement a certain action
fects. These are cost, requirements, type, duration and usually specified in the charm text. They need to be
keywords and they are described below: announced when the action is specified. The set as-
signed to this action is enhanced and the Charm goes
Cost off at the start of this action. If a character takes mul-
A Charm normally costs motes. This is abbreviated tiple actions in one round that could be enhanced by a
with 4m standing for 4 motes. A few very powerful Supplemental Charm, then he can choose which ones
Charms use the life of the caster to power themselves, to improve but he needs to specify so when announc-
which means that they do either shock or killing dam- ing his action.
age to the character. The type and amount of damage
are specified in an abbreviated form: 1S or 2K for Extra Action
example. Extra Action charms make it easier to multiple actions
of a certain kind - Brawl-based attacks for example.
Requirements The type of action is specified in the Charm text.
Charms require a minimum Essence and Ability score
before they can be learned. Charms are also laid out For each level of Extra Action, the multiple action
in what is called a Charm Path. A character is required penalty for each such action that meets the Charms
to learn all preceding charms in a Path before he can criteria is reduced by one. Additionally a number of
learn the next one. points of width equal to the levels of Extra Action
may be applied to the rolled sets but sets modified
Type with these points have to be assigned to actions of the
Type determines the timing and usage of a Charm. Usu- type specified by the Charm.
ally a character may use as many Charms in a Combat

29
Chapter Five • Magical Powers

You can never have more than one Extra Action even days. Some Charms have their duration speci-
Charm active in a round. fied as “Commitment”, which means they require a
commitment of motes and are active until these motes
Example: are released. Some few charms also have a Permanent
Solar Bob uses Endless Blades Technique, a Charm effect, that means it lasts forever or until it is broken
that gives him a Level 3 Extra Action (because his Es- (if possible).
sence is 3) for use with the Melee ability. He decides
to attack the unworthy opponents around him a total Keywords
of 3 times while at the same time jumping out of the Keywords are short words that give an insight into
window. He uses the lower of the two pools which is the workings of a charm. These are important for
still an impressive 6d+2SoD. the rules to clarify which Charm can affect or resist
against what. Keywords in brackets are optional and
Knowing that, Bob will execute 1 Jump and 3 Attack not automatically active. See the Charm text for more
actions. Thanks to his Level 3 Extra Action he can information.
ignore the -3 dice penalty from the attack actions and
roll his unmodified pool of 6d+2SoD. He decides to Area
activate his Solar Dice paying the required cost. These effects affect a larger area and often everyone
within. In many cases these effects cause Area Dice to
He rolls and gains 2, 6, 6, 7, 8, 9 and he sets his two everyone affected.
Solar dice to 9 to make a 2x6 and a 3x9 set. He then
spends the three points of width taken from his Extra Company
Action Charm to bolster his 3x9 into a 6x9 set. He Charms with this keyword can be used to hinder or
then splits the 6x9 into three 2x9 sets. improve Company actions.

Because he used three Extra Action width points to Crippling


build two 2x9 sets he has to use those to attack. The Effects with this keyword either physically or magi-
remaining 2x9 set is used for the jump and the final cally cripple an opponent. These effects normally
2x6 is another attack. He’s going to hurt the extras persist far longer than the duration of the charm.
pretty bad, taking out three in one round and still mak-
ing a perfect jump. Enlightenment
Charms with this keyword bring some form of en-
Reflexive lightenment to the character. This usually enables
Charms of this type can be used at any point during them to learn and use new powers. Charms that en-
combat. These Charms need not be announced at the able sorcery are part of this just as those that allow for
start of the round. If timing is important it is usually higher levels of Martial Arts. Some Charms can also
mentioned in the Charm text as to when they have to confer Enlightenment unto others.
be announced or are applied.
Environmental
Permanent This keyword means that the effect in question either
Permanent Charms are always active and thus are not creates or manipulates the environment. Turning lava
subject to timing rules. into Ice is as much an Environmental effect as is sum-
moning up a deadly storm from nothing.
X minutes, hours or days
A few charms specify an amount of time instead of Form-type
a type. These can not be used in combat and instead These Martial Arts forms are scene-long effects that
require a dramatic action of the given length to work. are granted by a special fighting style form. A char-
acter may only ever have one such form charm active
If the Type is specified as X-W then substract the width at a time.
of the used set from the specified number to determine
the time it takes (minimum 1 time increment). Holy
Charms with the Holy keyword deal aggravated dam-
Duration age to Creatures of Darkness.
Many charms have a duration of “Instant”, which
means that their effects are applied and the charm then Morale
vanishes. Other charms have longer lasting effects and Charms with this keyword can be used to cause Morale
these are then measured in (combat) rounds, scenes or attacks to extras. The specific conditions are detailed

30
Chapter Five • Magical Powers

Stackable
Obvious or obvious? The effects of this Charm stack. Multiple uses or in-
Some Charms might create effects that are obvi- stances of this charm increase the potency.
ously magical in nature (such as balancing on a
twig) without featuring the Obvious keyword. Touch
These charms require the user to touch the target of
The difference between these Charms and those the effect with their hand. This means that the charac-
with the Obvious keyword is that the latter are ter has to make a successful unarmed attack (usually
clearly identifiable upon activation. They make with the Brawl skill) against an unwilling target. This
their purpose visible to the learned savant (or attack does not have to deal damage to be considered
experienced fighter) who might be able to make successful.
intelligent (or tactical) deductions based on this
information.
Spells
Spells are similar to charms in that they provide
within the charm text. individual predefined packages of powers. Unlike
Charms, which are mostly personal in nature, Sorcery
Obvious is often shaping the environment of the sorceror. This
A charm using this keyword displays a clearly identi- greater power comes at a cost however: Spells are
fiable burst of Essence upon activation. Hiding such a more expensive than Charms and they usually take
charm is hardly possible and learned savants might be longer to cast. They also do not come in Paths, in-
able to recognize the kind of charm activated. If a wit- stead each Spell can be learned without complicated
ness has a chance to know the charm (from previous requirements. The only prerequisites for sorcery are
experience or written descriptions) he may reflexively the enlightenment charms.
roll Intelligence+Occult. Success gives the character
a rough idea of what the Charm will do. Rare charms To become a sorcerer, a character need only learn
might impose a difficulty on the roll. such a Charm for each level of Sorcery. Once that
charm is purchased, he can freely learn, shape and
Perfect cast spells of that circle of mastery. The higher circles
A charm with this keyword is infallible in its execu- are restricted to the more powerful Exalted only. See
tion. Such effects are rare but very powerful as they below for more information.
automatically succeed despite all odds. The sole
exception is when two perfect effects clash. In these Cost
cases, the defensive effect is the stronger one. As with Charms the Cost of a spell is measured in
motes or damage. See the Charm section (page XX)
Poison for more information.
Charms with the Poison keyword make use of natu-
ral or magical toxins to poison the opponent. These Range
effects usually last longer than the Charm they were While Charms are often magic of personal nature,
caused by. Spells usually affect other beings. The range attribute
defines the distance a spell is still effective within.
Shaping
These Effects work great changes on the world of Duration
Creation and its inhabitants. They are very powerful As with Charms spells have a predefined duration for
and luckily pretty rare. The effects of the Wyld on their effects. See the section on Charms (page XX) for
visitors are also considered Shaping effects. more information.

Sickness Shaping
Just as the Poison or Crippling effects cause long last- Before a spell can be cast it has to be properly shaped.
ing impairment so does the sickness keyword. Charms While shaping a character can not use charms or take
or Spells with this keyword cause diseases instead. any actions other than shaping the essence of the
spell.
Social
Charms with this keyword can be used in social situa- If the player is distracted or disrupted during the
tions to enhance appropriate rolls. Shaping Time then he has to roll his Wits+Occult to
keep his concentration. If the distraction caused pain

31
Chapter Five • Magical Powers

or damage to the character, subtract dice from the roll nature or that are not native to Creation. For example
equal to the boxes of damage caused. If this roll fails it can be used to dispel the Infallible Messenger (if
the caster is disrupted and the spell fails but the char- one is able to catch it in the first place) or summoned
acter has to pay half of the casting cost (round down). demons.
It is allowed to expend motes on this roll to convert
Excellency Dice. If a banishment spell is used on a being summoned
with a spell of a higher circle (demons use their own
X minutes, hours or days circles with First Circle Demons being equivalent to
Spells with a Shaping Time not measured in rounds Terrestrial Circle, Second to Celestial and Third to
can not be cast in combat. They take as long as speci- Solar) then it has no effect. If it is used on a sum-
fied. moned creature of equal level, then the sorcerer and
the target have to engage in a duel of wits.
X Rounds
Many spells have their Casting Time measured in As part of his Casting action, the player has to roll his
rounds. This means that a character has to spend that Charisma+Occult while target has to take a defensive
many combat rounds preparing the spell before he action and roll Intelligence+Integrity to resist. Both
can cast it. During these rounds the player can only parties add their Essence score to the height of their
take a single action to cast the spell. He is not able to chosen set and both rolls may be part of a multi-ac-
defend himself actively, although he could have other tion. The sorcerer has the higher set then the being
Charms or Spells active that grant protection to him. is banished according to the timing of his chosen set.
The caster can also move only little while shaping: 5 Should the target succeed, then the sorcerer may not
yards per round instead of the usual 15. try to banish it again for five days.

Instant A target automatically becomes aware of an attempt at


Spells with a casting time of instant do not need to be banishment and can choose to change its action(s) to
shaped. The sorcerer can begin this spell directly with resist the attempt, even though it might have declared
a Cast Sorcery action. a different action already. A summoned being can

Casting
Once a spell’s essence is shaped the character has to Circles of Sorcery
take a Cast Sorcery action and spend the required cost The Solar Circle of Adamant. These spells can
in order to unleash the spell. Unlike the shape sorcery only be learned by Solars and the most pow-
actions, this action can be combined with other ac- erful of gods: the Celestial Incarna.
tions. However Charms are still prohibited but Excel-
lency Dice may be used and permanent Charms are The Celestial Circle of Sapphire. These spells
still in effect. can only be learned by Lunars, Solars, Sidere-
als, Abyssals and powerful gods of Sorcery
If the Cast Action does not require a roll, then the and knowledge.
spell is timed to go off at the end of the round unless
otherwise specified. If the casting of the spell involves The Terrestrial Circle of Emerald. Spells of this
a roll is executed to coincide with the set rolled. Some level can be learned by every type of Exalted
spells may have keywords that determine that they are and those gods that are willing to do so.
cast at the beginning or the end of the round, regard-
less of their set (if any). Circles of Necromancy
The Void Circle of Obsidian. These spells can
Keywords only be learned by Abyssals and the most
Spells use many of the keywords found in Charms. powerful of ghosts: the Deathlords.
One of the most frequent keywords is “Obvious” as
many spells consist of flashy displays of essence dur- The Labyrinth Circle of Onyx. Spells of this level
ing shaping and casting. In addition to that there are can only be learned by Abyssals, Solars and
some keywords unique to spells. powerful ghosts such as the hekathonkire.

Banishment The Shadowlands Circle of Iron. Spells of this


These spells are built to break the enchantments that level can be learned by Lunars, Sidereals,
keep summoned creatures in their place. This usually Abyssals and Solars and by mighty ghosts.
only works on creatures that are either magical in

32
Chapter Five • Magical Powers

resist, even if unconscious, bound or otherwise re- Summoning


strained and does not suffer any penalties from doing These effects summon creatures into Creation. Some
so. If the target chooses not to resist then the sorcerer of these spells control them while others leave the
automatically succeeds. control up to the sorcerer. Either way these beings are
less predictable than traditional spells but their varied
If the spell is used on creatures of a lower circle, then skills often make them more useful. Another thing
it can either automatically banish a single such crea- of note is that the effect of completed Summoning
ture or it can be used to target multiple such beings but spells (the summoned creature) can not be affected
no more than the Essence of the caster. In this case a by Countermagic - unless the creatures themselves
duel of wits is required but you simply use the stats & can cast magic. Instead Banishment spells need to be
skills from the creature with the best traits and add 1 used to break the binding that keeps the summoned
to the height for each additional creature that actively creatures in Creation.
resists. If the caster wins the he banishes a number
of summoned creatures equal to the difference in
height. Artifacts
Artifacts are pieces of equipment that are powered by
If a banishment spell is used to banish a number of essence to create magical effects. They are often very
creatures that are two circles lower than the spell, then expensive and can only commonly be found in the
those creatures are automatically sent back to where hands of the Exalted. Powerful daiklaves are artifacts
they came from. A duel of wits is not required but just as airships powered by essence.
the restriction on no more than Essence targets still
remains. Using Artifacts
When using personal artifacts (weapons, armor,
Countermagic shields, jewelry, warstriders etc.) a character is lim-
Spells with this keyword were specifically designed to ited by his Essence score. The combined level of all
break other spells. When a countermagic spell is used artifacts he has in use may never be larger than twice
to cancel a spell of the same circle, the spell shatters his permanent Essence Score. He simply cannot at-
with a bright display of essence, causing 4 area dice of tune to more artifacts.
Shock damage to anyone close to the spell. This most
likely includes the caster and anyone nearby (such as Weapon, armor and shields are used just as their mun-
bodyguards). dane counterparts are but they often have increased
protection or damage. Also many artifacts have spe-
When a countermagic spell is used on a spell of a less- cial and unique effects. These are always explained in
er circle, then the target is simply snuffed out without the description of the artifact.
any adverse effects. When countermagic is used to
affect spells from a different discipline (Sorcery vs. Purchasing Artifacts
Necromancy for example), then the countermagic Purchasing an Artifact in play is described in REIGN
spell is considered to be one circle lower. on p345. Simple one-use charms cost their level in
Wealth. Proper artifacts cost their level in Treasure
Go First with N/A artifacts usually costing 6 Treasure.
A spell with this keyword will go off at the begin-
ning of the round in which the Cast Sorcery action is
taken. If multiple spells with Go First compete, then
caster with the higher Essence wins. Further ties are I want more stuff!
resolved with the higher circle spell going before a If you find that using twice the Essence stat to
lower circle spell. limit artifacts is too restricting for your players,
try doubling or tripling this amount to allow
Go Last characters to carry and use more magical
Spells with this keyword will always go at the very gear.
end of the round, regardless of the set rolled. Spells
with this keyword are so slow in execution that they Alternatively you might want to simply allow
always go last, even after unrolled spells without this the use of personal artifacts beyond your Es-
keyword. Ties with Go Last are broken as with Go sence limit and have each excess level reduce
First. the characters mote pool by 5 as long as the
item is attuned.

33
Chapter Five • Magical Powers

When purchasing Artifacts with GP at character


generation or with XP during play, then each level of
Artifact costs double.

34
Appendix I

Example Keys

Personal Gain
Example Motivations • Become a god
The following list of motivations might serve as inspi- • Become the best artist/fighter/sorcerer/thief ever
ration for your own character and his ultimate goals. • Build a massive army to defend Creation
They are grand and epic and suitable to all Exalts. • Buy the Realm
• Conquer Heaven
Creative / Generating • Create an Underground Empire
• Build a merchant empire • Discover what happened to the empress.
• Create a level 5 or N/A artifact or manse • Learn the language of the Primordials
• Create a new race of sentient beings • Move the Lords of the Underworld to weep in
• Create a secret society response to your song/poetry/prose
• Create the largest harem in creation • Rescue the Scarlet Empress
• Establish Creation spanning education system • Sire 100 children (And then become a legacy your
• Establish training center for new Exalts children will be proud to be a part of)
• Forge a new Creation and leave the old behind • Steal a Peach of Immortality
• Forge an empire • Unite all the criminal empires under your banner
• Make something more addictive than the Games • Unite the Hundred Kingdoms and rule them
of Divinity.
• Purify the Essence Shard of an Abyssal Exalt Societal
• Rebuild a City • Abolish all organized religion
• Turn the southern deserts into a jungle • Awaken the essence of every mortal in creation
• Bring enlightenment to everyone in creation
Destructive / Avenging • Bring the Yozis back as rulers of Creation
• Break the Realm • Close all Shadowlands and separate the Under-
• Cause the downfall of a Great House. world and Creation
• Destroy a city • Close Oblivion
• Destroy the Deathlords • Discover the one weakness for each Deathlord
• Destroy the Games of Divinity • Abolish corruption in the Celestial Bureaucracy
• Destroy the Neverborn • Find and Lift the Great Curse
• Empty the Underworld • Liberate all the slaves
• Incite a civil war in the Realm • Permanently block off the Wyld
• Kill a god • Redeem the Abyssals
• Kill all Sidereal Exalts and sink their shards to a • Redeem the Deathlords
prison at the bottom of the ocean • Remove Malfeas from Creation

35
Appendix I • Example Keys

Be cruel to equal Beings


Virtue Flaws Be deliberately cruel to humans and other beings you
consider equals or superiors in order to pursue your
Compassion Virtue Flaws goals. Gain 2 XP.

Compassionate Martyrdom Limit Break


The Exalted suffering from this flaw often puts the Break and become stone cold for an entire day. Casual
wellbeing of the weak and innocent above his own and unnecessary cruelty even to close family members
needs. This can go so far that he is willing to suffer is nothing to you. Gain 5 XP and set Limit to 0.
pain, injury and possibly even death in their stead.
Break Conditions
Give to the weak Suffer from severe stress, being backed against a wall
The character gives material goods to those in need. and seeing your own plans fail because of the incom-
It is important that the gift is a loss to the character. petence and faults of others.
An example would be for a compassionate character
to give his own boots to a beggar while on the road Temperance Virtue Flaws
himself. Gain 1 XP.
Contempt of the Virtuous
Suffer for the innocent A character affected by this flaw is unable to accept
The character goes beyond merely offering material the shortcomings of those around him. He expects his
goods to the needy. He will now suffer in their stead own righteousness and pure virtues from everyone.
if possible. He will take over the work for a prisoner
at the side of the road or sit down next to a beggar. Shun the impure
The character will do his utmost to keep the situation The character prefers not to talk, touch or speak to
peaceful. It is necessary that this activity is a severe someone he considers dishonorable or impure when
inconvenience for the character. Gain 2 XP. it would be preferable to do so. The most he can do is
sneer with contempt. Gain 1 XP.
Limit Break
The character looses all restraint and will put himself Criticize the unworthy
in harms way to protect the weak and innocent from The character can no longer keep his opinion to
torture, pain or even death. He will take the beating of himself and has to actively and aggressively criticize
a whip meant for a slave if he has to. If the character someone he considers indulgent or impure. The target
(or those he desires to protect) is attacked then he will of his contempt has to be someone that the character
fight back, putting the life of the innocents above his. better not criticize. Gain 2 XP.
The Limit Break last for an entire day. Gain 5 XP and
set Limit to 0. Limit Break
The character no longer merely criticizes or shuns the
Break Conditions unworthy, for a full day he will physically intervene
The actions of the character cause innocents to suffer whenever he witnesses behavior that he considers in-
or he witnesses the avoidable death of someone poor, dulgent or dishonorable. The character will go so far
weak, help- or defenseless. as to use Charms and other resources at his disposal
to force others onto what he considers the true path.
Conviction Virtue Flaws Gain 5 XP and set Limit to 0.

Deliberate Cruelty Break Conditions


The character is distanced from the suffering of other The character is hindered or inconvenienced by the
beings. Cruelty and pain are useful tools in his rep- self-centered and indulgent nature of others or he fails
ertoire. Whenever he looses control of himself he to uphold his own moral standards and indulges be-
looses all hesitation and is as likely to use them on his yond reasonable measure.
enemies as he is on his friends - as long as he achieves
his goals. Valor Virtue Flaws
Be cruel to lesser Beings Foolhardy Contempt
Be deliberately and unnecessarily cruel to animals and A character suffering from this flaw is quick to grab
other beings you consider inferior (slaves, demons, a blade or other weapon to solve his problems. He
gods…) in order to achieve your goals. Gain 1 XP. regards combat as the ultimate tool to solve problems

36
Appendix I • Example Keys

and he cares little for his own safety or that of others.

Prove your Mettle


Be foolhardy and either rush into or escalate things
to a physical confrontation that you believe you can
easily handle even though it could have been avoided.
Gain 1 XP.

Force the Challenge


Be brash and rush into a physical confrontation that
would be a challenge for you. Alternatively escalate
a conflict with parties equal or superior to you to a
violent conclusion. Gain 2 XP.

Limit Break
Your mind breaks and you show contempt for even
your own life. Rush into every challenge you see with
no regard for your own safety and life – or that of oth-
ers. This lasts an entire day. Gain 5 XP and set Limit
to 0.

Break Conditions
The character sees an opportunity to prove his prowess
or he has to restrain himself and not resort to physical
connflict to solve his problems where this would be a
quicker solution.

37
Appendix II

Solar Charms

This chapter details the Charms of the Solar Exalted. Loyal Bow Path
The different charm paths are sorted by the individual This path deals with the readying, drawing and storing
skills. of a bow or other ranged weapon that the user clearly
owns. Variations of this path exist for the Melee and
Thrown skills as well. They are called Loyal Blade
Generic Charms and Loyal Knife respectively. A rare version also ex-
Generic Charms are not associated with a certain Skill ists for Armor based on Resistance. This Loyal Hau-
or Stat and instead can be bought for each seperately. berk path has doubled mote costs however.

Supreme Mastery of [Skill] Call the Loyal Bow


Cost: 1m / ExD Min Ability: 4 Cost: 1m Min Archery: 2
Type: Reflexive Min Essence: 4 Type: Reflexive Min Essence: 2
Duration: Instant Duration: Instant
Keywords: None Keywords: None
After having rolled all his dice, a solar may pay 1m Upon activating this Charm, the player calls his weap-
per already activated ExD to set it’s number to 10. If on to himself. If it’s on his person or within Essence
this effect is use in multiple-actions, then the sets with yards it automatically springs into his hand. This basi-
dice enhanced with this Charm may only be applied cally allows the character to take an instant and free
to actions in skills where the solar knows Supreme Draw action at any point during the round.
Mastery of [Skill].
The weapon will even free itself of some restraints
– such as a sword lodged up to the hilt in a tree or
Archery Charms a bow stuck in thick mud. If the weapon is in range
but physically incapable of reaching the character (it
Cascade of Knives Path could, for example be in another room with no door or
The Cascade of Arrows Path is based on the Cascade of window to the character) then this charm fails and the
Knives Path that can be found in the Thrown Charms mote cost need not be payed.
section. It deals with the creation of an overwhelming
mass of projectiles to attack the target. Summon the Loyal Bow
Cost: 2m Min Archery: 3
Lightning Arrow Path Type: Simple Min Essence: 2
The Lightning Arrow Path deals with quickly send- Duration: Commitment
ing entire volleys of attacks. This path is based on the Keywords: Obvious
Lightning Blade Path that can be found in the Melee Upon activating this Charm, the character banishes
Charms section of this chapter. his weapon into Elsewhere. As soon as he drops the

38
Appendix II • Solar Charms

motes committed to this charm, the weapon will ma- charm is active, the player has access to an infinite
terialize in arms reach of him. The player has to either amount of ammunition for his personal use.
execute a Draw action or use a Charm such as Call the
Loyal Weapon or the weapon will fall to the ground This works similar to Draw the Phantom Arrow except
beside him. that the player need not pay motes for these arrows.
In addition to that, a weapon firing these arrows adds
Shape the Loyal Bow either +1K or +1S to its damage profile. The type of
Cost: 1m or 2m/Level Min Archery: 4 damage has to be specified when the charm is cast.
Type: Simple Min Essence: 3
Duration: Commitment Unwavering Arrow Path
Keywords: Obvious The magics of this path grant the solar archer extreme
This Charm allows the Solar to draw upon the con- precision, even at long distances and beyond the nor-
nection to his weapon and forge a duplicate of it out mal reach of his weapon.
of essence. Pay 1m for a mundane weapon or 2m per
artifact level when recreating a magical weapon. The Arrow Without Distance
brilliant essence weapon behaves like the original in Cost: 2m or 4m Min Archery: 2
every way. For example it is a legal target for the Call Type: Supplemental Min Essence: 2
the Loyal Bow Charm. Duration: Instant
Keywords: (Obvious)
It can not be broken by mundane means but magical Nothing escapes the reach of the Lawgiver. This
effects may shatter the essence weapon and possibly Charm supplements a single attack with an archery-
even cause a feedback that breaks the original. In based ranged weapon. The projectile fired is carried
these cases roll the Essence of the attacker and check by the Essence of the solar. The lawgiver may double
for a set that beats the artifact’s level in both width the range of his weapon and ignore all penalties due
and height. If the aggressor succeeds, then the original to range. Penalties from cover, bad sight conditions or
weapon breaks. other sources still apply.

Spirit Arrow Path A lawgiver with Essence 3 may instead spend 4m and
The Charms in this path allow the skilled Solar archer increase the range of his weapon to hit any target he
to fashion ammunition for his weapon from pure Es- can see. If the Charm is used in such a manner then it
sence. A version of this path called the Spirit Knife becomes Obvious which makes surprise attacks diffi-
Path is available for the Thrown skill. cult - the light from the Essence display travels faster
than the arrow fired. Firearms can not profit from this
Draw the Phantom Arrow effect of the Charm. These weapons can only have
Cost: 1m / attack Min Archery: 3 their range doubled.
Type: Permanent Min Essence: 2
Duration: Permanent Scorpion Sting Arrow
Keywords: None Cost: 3m / P1 Min Archery: 3
Once this charm is purchased it is permanently active. Type: Supplemental Min Essence: 3
Whenever the player wishes to, he can simply pay Duration: Instant
1m and form a simple arrow out of pure sunlight and Keywords: None
essence. This allows the Solar to either conserve regu- This Charm allows the user to spend motes to grant
lar ammunition or to fight on even when his quiver the piercing capability to his shots. For every three
is empty. Shaping essence arrows does not count as motes spent the enhanced arrow is granted one level
a charm use. Upon reaching Essence 4, the arrows of Piercing, up to a maximum of half the solars Ar-
shaped with this charm never hit an unintended target chery skill.
– instead vanishing in mid air. This charm can not be
used to fashion artifact arrows of any kind. Unfaltering Arrow Attack
Cost: 4m Min Archery: 4
Infinite Arrows Stance Type: Supplemental Min Essence: 3
Cost: 10m Min Archery: 5 Duration: Instant
Type: Simple Min Essence: 3 Keywords: Perfect
Duration: One scene The archery attack enhanced with this Charm becomes
Keywords: Obvious a Perfect attack. The player chooses an attack set as
By entering the Infinite Arrows Stance, the Solar im- usual that is then enhanced through this Charm: The
proves his ability to summon ammunition. While this attack will hit even if the assigned set is reduced to 1

39
Appendix II • Solar Charms

or less dice in width. In these cases the attack will be Duration: One scene
timed and deal damage equal to the remaining width, Keywords: Obvious
never less than than 0. This Charm doubles the solar’s Strength Stat for the
purposes of determining the weight of obejcts he can
This Charm is exceptionally suited for trick shots such lift and throw. Penalties to Strength are applied before
as severing a rope or pinning a flower to the wall. It the stat is doubled, bonuses afterwards. The Charm
ensures a hit if the target has no perfect defense avail- also doubles the range of all thrown objects but has no
able. impact on the attack roll itself.

Phoenix Arrow Path Heavenly Grace Path


The Path of the Phoenix Arrow allows the skilled So- The Path of Heavenly Grace makes the Solar both
lar to call the heat of the sun forth into his arrows to spectacularly light-footed and grants him supernatural
inflict terrible wounds with but a single attack. Read balance.
the Brawl Charms section for information on the
Phoenix Fist Path, from which this path stems. Graceful Crane Stance
Cost: 3m Min Athletics: 2
Type: Reflexive Min Essence: 2
Athletics Charms Duration: One scene
Keywords: None
Golden Bull’s Might Path While this Charm is active the Solar can easily bal-
With the Charms from the Golden Bull’s Might Path, ance on objects as thin as a human hair without any
the lawgiver can focus and increase his physical might Danger of falling. Keep in mind that the durability of
to batter down doors or easily throw entire ox-carts at the objects does not change and the character has to
his enemies. stay in motion. For example a silken thread will snap
as the character lands and she has to keep moving
Furious Bull Method along the thread, away from the breaking point to stay
Cost: 3m Min Athletics: 2 in the air.
Type: Supplemental Min Essence: 2
Duration: Instant If a Charm would oppose this effect, then the Solar
Keywords: Obvious may add twice his Essence to the height of all Athlet-
This Charm grants a solar the might to shatter solid ics rolls for the prupose of maintaining balance.
oak doors and rip out columns. For a single unrolled,
Strength-based Athletics action - such as lifting up a Feather-Foot Style
huge boulder - the solar may add his Athletics value Cost: 3m Min Athletics: 3
to his Strength Stat to determine the amount of weight Type: Reflexive Min Essence: 2
he can lift or carry. Duration: One scene
Keywords: None
If the action requires a roll - such as the breaking of With this Charm, the steps of the User become so
objects - then the width of the action’s set is increased light, he is able to walk on unstable surfaces as easily
by the solar’s Athletics score. This Charm has no ef- as if they were solid ground. He can jump from leaf
fect on jumping distances or attacks. to leaf or walk on top of silken threads - he can even
walk on water without any trouble.
Strength-Enhancing Exercise
Cost: 4m / point Min Athletics: 4 The objects that the Solar stands on do not change
Type: Simple Min Essence: 3 their properties yet they are magically capable of sup-
Duration: One scene porting the characters weight with little strain. This
Keywords: Obvious means that balancing on a young twig only bends the
Golden Essence suffuses the character and increases wood slightly but a skilled archer could still sever the
his strength. For each 4 motes spent, the character twig with a well placed arrow. Hazardous surfaces
may add 1d to his Strength Stat up to a number of such as Lava are still dangerous to the character.
extra dice equal to his Essence score. Under no cir-
cumstances can this limit be exceeded. Spider-Foot Style
Cost: 4m Min Athletics: 4
Yeddim-Throwing Might Type: Reflexive Min Essence: 3
Cost: 3m Min Athletics: 5 Duration: One scene
Type: Reflexive Min Essence: 3 Keywords: None

40
Appendix II • Solar Charms

Using Spider-Foot Style the Exalted is able to over- method such as Adamant Skin Technique.
come gravity by simply walking on a wall. Without
any effort he can move vertically or even upside Speed of Light Path
down. This means he can use his normal movement The lawgiver can be as fast as the sun’s rays. The fol-
options to progress along solid surfaces. lowing Charms all serve to make the solar move faster
on foot.
The surfaces still have to be able to support the char-
acter as if he was hanging on them. If they don’t then Burst of Speed
he has to keep moving before they break or use a com- Cost: 2m Min Athletics: 1
plimentary charm such as Feather-Foot Style. Type: Supplemental Min Essence: 2
Duration: Instant
Hopping Cricket Path Keywords: None
No obstacle can stop the advance of a solar and so the This charm enhances a single move or run action. The
Charms of the Hopping Cricket Path all grant effects distance covered by the character is doubled. Penal-
that improve his jumping techniques. ties to the distance are applied before the doubling,
bonuses are applied afterwards.
Monkey Leap Technique
Cost: 2m Min Athletics: 2 Lighting Speed
Type: Supplemental Min Essence: 2 Cost: 4m Min Athletics: 3
Duration: Instant Type: Reflexive Min Essence: 2
Keywords: None Duration: One scene
This charm enhances a single Jump action. The Keywords: None
distance covered by the character, both horizontally For the remainder of the scene, the solar may add his
and vertically is doubled. Penalties to the distance Athletics score in feet to his base movement speed.
are applied before the doubling, bonuses are applied When he attempts a run action he may add his Essence
afterwards. score in yards for each point of Width in the set.

Soaring Crane Stance Racing Hare Method


Cost: 5m Min Athletics: 3 Cost: 6m Min Athletics: 4
Type: Reflexive Min Essence: 3 Type: Simple Min Essence: 3
Duration: One Round Duration: One hour
Keywords: None Keywords: Obvious
With this Charm active the solar can use an unrolled The character can use Essence to speed up his travels
Jump action in addition to his unrolled Move action. by foot. When crossing large distances the character
This allows him to add his Strength+Essence in yards can walk (Strength+Essence) x10 miles per hour.
to his default movement.

Mountain-Crossing Leap Awareness Charms


Cost: 8m Min Athletics: 4
Type: Simple Min Essence: 4 Lightning Reflexes Path
Duration: Instant The Awareness techniques from this path all deal with
Keywords: Obvious the honing of the solar’s reflexes for combat.
With Mountain-Crossing Leap the solar can make
jumps so large, he can easily pass over mountains and Surprise Anticipation Method
behemoths. This Charm requires the caster to focus Cost: 1m / attack Min Awaren.: 1
on the jump and roll Strength+Athletics as is usual Type: Reflexive Min Essence: 2
for a Jump. However instead of measuring yards, the Duration: Instant
distance covered is measured in miles. Effects that Keywords: Perfect
increase the jumping distance also affect Mountain Surprise Anticpiation Method is invoked in response
Crossing Leap. to an unexpected attack that targets the solar. The solar
instantly becomes aware of the attack and can defend
If the solar using this Charm rolls no set, then he does normally. Furthermore he is aware of the general posi-
not jump. If he is severly distracted in mid-air, then tion of the attacker unless charms were used.
his safe landing was disturbed and he is considered
to be falling from great height instead. For this rea- Lightning Mind Method
son many Exalted using this charm use a protective Cost: 2m / point Min Awaren.: 3

41
Appendix II • Solar Charms

Type: Reflexive Min Essence: 3 mood by scent or count the number and type of
Duration: Instant animals in an approaching stampede using only the
Keywords: None vibrations of the ground.
This Charm has to be cast at the very beginning of a
Combat Round, before any action is declared. The so- All-Seeing Solar Glance
lar may spend 2m to add 1 to his Wits for the purpose Cost: 4m Min Awaren.: 5
of determining declaration order. He may add up to Type: Supplemental Min Essence: 4
half his Awareness points in this manner. Duration: Instant
Keywords: Perfect
Tide of Battle Trance When this Charm is activated, the user perfectly suc-
Cost: 7m Min Awaren.: 5 ceeds at a single Awareness action within the normal
Type: Simple Min Essence: 4 range of his senses. To increase his senses the user has
Duration: One scene to combine this effect with other Charms.
Keywords: None
Once a solar has this charm activated he acts with Unconquered Eye of the Sun
preternatural speed and grace. Add half his Essence to Cost: 16m Min Awaren.: 5
his Wits for the purposes of determining the order of Type: Simple Min Essence: 5
declaration and whenever there would be an initiative Duration: One scene
tie, the solar goes first. Keywords: Obvious, Perfect
Like the sun, the solar’s eys cut through all decep-
Perfection of Senses Path tion. This perfect awareness effect allows the Solar
The methods of the Perfection of Senses all enhance to see every attempt to decieve him for what it really
the user’s different senses in one way or another. is. He senses invisible creatures, sees right through
mundene disguises, illusions and stealth charms alike
Keen Senses Discipline - even beliefs that would make him see reality differ-
Cost: 2m Min Awaren.: 3 ently are shattered. Only perfect effects have a chance
Type: Supplemental Min Essence: 2 of persisting in the light of the Unconquered Eye of
Duration: Instant the Sun.
Keywords: None
The magic of Keen Senses Discipline grants a Solar When this Charm is activated the solar’s Anima au-
a clarity and focus of his senses that is unmatched by tomatically activates on the totemic level. It will de-
any human. Add the solar’s Awareness to the height of grade as usual afterwards but the blazing caste mark
the Awareness set. and eyes make this Charm Obvious. While this Charm
is active the solar can not be surprised. The effects
With this Charm, the user can pick out details on a of this Charm do not extend to manipulation and lies
soldiers uniform in the middle of thick fighting during - social deception attempts go unnoticed.
heavy rain. This Charm enhances all senses similarly
and the Solar does not suffer from drawbacks due to
this increase in sensory intensity. Brawl Charms
Unsurpassed Senses Meditation Lightning Fist Path
Cost: 5m Min Awaren.: 4 The Lightning Fist Path deals with lightning fast
Type: Reflexive Min Essence: 3 flurries of blows. This path is based on the Lightning
Duration: One scene Blade Path that can be found in the Melee Charms
Keywords: None section of this chapter.
Upon entering this state of mind the user’s control
prowess with his senses is increased tenfold. The solar Phoenix Fist Path
may add half his Essence to the height and width of all The Path of the Phoenix Fist allows the skilled Solar to
his Awareness sets. By itself this Charm only grants call the heat of the sun forth into his hands and inflict
the solar increased control over his senses, it does not terrible wounds with but a single strike. Variations of
allow him to sense things outside the realm of mortal this path exist for Archery, Melee and Thrown. These
awareness. are called Phoenix Arrow, Phoenix Blade and Phoenix
Knife respectively.
Characters who use both this Charm and the Keen
Sense Discipline have sharpened and focused their Smoldering Fist Strike
senses to such a degree that they can gauge a person’s Cost: 2m / 1W (+1m) Min Brawl: 2

42
Appendix II • Solar Charms

Type: Supplemental Min Essence: 2 Ox-Stunning Blow


Duration: Instant Cost: 3m / -1d Min Brawl: 4
Keywords: (Holy) Type: Simple Min Essence: 2
This Charm allows the user to spend motes to add Duration: Instant
damage to his strikes. For every two motes spent, up Keywords: Crippling, Stackable
to a maximumof the character’s Essence, the damage A powerful blow from the solar brawler can knock out
of the selected attack is increased by one. This is only even the strongest opponent. This Charm is resolved
applicable to Brawl attacks and it does not affect ini- like a regular Brawl attack dealing only shock damage.
tiative in any way. For an additional mote this Charm If a strike would deal both killing and shock damage
becomes Holy and inflicts aggravated damage on add them together to determine the final amount.
Creatures of Darkness. Upon reaching Essence 4, this
Charm becomes reflexive. After damage is resolved the solar may spend 3m
for each box of damage dealt to inflict a -1d wound
Burning Fist Technique penalty on his opponent. This penalty is decreased by
Cost: 8m Min Brawl: 4 1 at the end of each round beginning with the round
Type: Reflexive Min Essence: 3 after the penalty was inflicted. A character may try
Duration: One round to regain his composure and spend an action rolling
Keywords: Obvious Strenght+Resistance, reducing the total penalties
Burning Fist Technique allows the Solar to add 2 to from this Charm by the width of his set.
the damage of all his Brawl strikes for the round. This
bonus does not modify initiative in any way. Crashing Wave Throw
Cost: 3m Min Brawl: 4
Glorious Sun Fist Meditation Type: Simple Min Essence: 3
Cost: 9m Min Brawl: 5 Duration: Instant
Type: Simple Min Essence: 4 Keywords: None
Duration: One scene This Charm can only be used if the player successfuly
Keywords: Obvious pinned his opponent. This can either be a pin holding
Upon activating this Charm the Solars hands glow over from a previous round with the opponent hav-
with the golden heat of the sun. For the rest of the ing failed his struggling roll for the round. Alterna-
scene he can improve the damage of all his hand to tively the solar may multi-action with the pin and the
hand attacks. By spending 2m per Brawl attack set Strength+Brawl attack from this Charm.
the player can double the rolled Width. This doubling
is applied after penalties and before bonuses to the The set used for the throw of this Charm determines
width – regardless of source – come into play. the distance the opponent can be thrown: Multiply the
width of the set by twice the solar’s essence to deter-
Solar Hero Path mine the distance in yards. Half this distance if throw-
It is the nature of the solar hero to rule Creation and ing vertically. The body is thrown with enough force
deliver his fury and wrath on those that oppose him. to smash through thin walls or columns. If it strikes
The Charms from this Path are powerful techniques a solid enough obstacle to block his path, then the
that restrain, stun and send opponents flying. target suffers Width+Essence Shock damage. Should
the target hit a sharp or otherwise hazardous object or
Grappling Assist structure then the damage can turn into killing. After-
Cost: 2m + 2m/-1d Min Brawl: 3 wards the opponent is automatically downed.
Type: Supplemental Min Essence: 2
Duration: One pin Heaven Thunder Hammer
Keywords: None Cost: 7m Min Brawl: 4
The lawgiver invokes this Charm when beginning a Type: Simple Min Essence: 4
Pin maneuver (REIGN p. 206). It remains in effect Duration: Instant
until the pin ends and the solar may ignore the penalty Keywords: None
for grappling an opponent while standing. For the The magic from this Charm make the lawgivers
duration of the pin he can also spend 2m to invoke blow break through any resistance and send even the
a -1d penalty on the rolls of his target attempting to strongest opponent flying. This Charm is an enhanced
struggle free. The lawgiver can add a penalty up to Brawl-based attack. This attack may not be parried,
his Essence. only dodged.

If the attack connects, it deals damage as usual and the

43
Appendix II • Solar Charms

opponent is thrown back as per the rules for Crash- members of the ruling council for example) then this
ing Wave Throw. The distance the target can travel effect may cause a Company action to fail dramati-
is Width multiplied with the solar’s Essence and the cally.
damage for a collision with a solid obstacle is equal to
the Width of the attack set. Grease the Wheels
Cost: 6m / 8m Min Bureauc.: 3
Type: Supplemental Min Essence: 3
Bureaucracy Charms Duration: Instant
Keywords: Company
Enlightened Vizier Path When this Charm activated, the Solar can speed up
With the magical effects from this path the lawgiver or slow down bureaucratic proccesses by interacting
can navigate bureucratic entities with ease. He can with them. He simply has to communicate with the
affect their procedures and both hinder and improve Company and express his desire for them to speed up
them. or slow down their actions. He need not actually be in
charge for this Charm to take effect.
Diligent Official Charm
Cost: 5m Min Bureauc.: 2 If he wishes to benefit a Company he may improve an
Type: Simple Min Essence: 2 action that makes use of the Treasure stat. The action
Duration: Essence days is resolved in about half the time. Additionally this
Keywords: Compulsion Charm prevents the exhaustion of the Treasure stat.
Using the Bureau-Rectifying Method the solar can To do so he pays 6m when announcing the action.
cause an individual not only to work properly but also
more efficiently. He simply speaks with the target and Alternatively he may affect an action from an op-
invokes this Charm. he then creates a compulsion in posing Company, if he knows about it. He interacts
the target to properly do his job. This is only appli- with the Company and spends 8m to slow down the
cable when a bureaucratic or comparable occupation enemy’s bureaucracy: Exhaustion of the Treasure Stat
is concerned. for the so-modified action is doubled.

Diligent Official Charm only works on targets with an Bureau-Rectifying Method


Essence less than that of the solar. If the target believes Cost: 11m Min Bureauc.: 4
that the solar holds authority over him (either through Type: Simple Min Essence: 3
other charms or because he actually does), then this Duration: One month
Charm may also affect targets with an Essence equal Keywords: Company
to that of the solar. Using the Bureau-Rectifying Method the solar can
have the magics of Diligent Official Charm affect an
Sealing the Celestial Treaty entire organization.
Cost: 10m Min Bureauc.: 3
Type: Simple Min Essence: 2 When used on a Company, this Charm makes all the
Duration: Instant members of said Company work diligently and effi-
Keywords: Obvious ciently. For the duration of one month the Company
Sometimes the enlightened Vizier needs to provide is immune to Charms that impair or otherwise nega-
an incentive for the parties of a contract to fulfill it’s tively affect it’s actions. Furthermore it may ignore all
terms. This Charm is used to sanctify an oath in the penalties from corruption or inefficiency.
eyes of heaven. The use of this Charm is obvious and
can not be hidden in any way. All parties are aware Lord of Coin Path
of the sanctification and need to be willing for it to Charms belonging to the Lord of Coin Path all deal
work. with money, goods and the marketplace. Their effects
are primarily aimed at Companies.
Should one of the parties break their oath then she
will suffer terrible misfortune: A number of critical Goods-Evaluating Glance
actions equal to the Essence of the solar at the time of Cost: 2m Min Bureauc.: 1
the sanctification of the oath will go terribly wrong. Type: Supplemental Min Essence: 2
Regardless of what the player rolled, the action, as Duration: Instant
chosen by the Storyteller, goes horribly wrong with Keywords: None
the worst possible outcome. If the oathbreaker is the This Charm is used to enhance an action to estimate
highest authority of a Company (the king or one of the the quality and price of something. This could be a

44
Appendix II • Solar Charms

quick glance at a gem or the multiple hours spanning his Essence dice. This Charm is not useable when the
evaluation of an entire shipment of spices. The solar solar indivdually acts as a Company through the use
using this Charm is perfectly aware of the target’s of other Charms.
condition and has a very clear idea of what it should
cost and what he can charge for it. This understanding This is Mine Proclamation
allows the Solar to add his Essence to the height of a Cost: 10m, +XP Min Bureauc.: 5
set when haggling over the object. Type: Simple Min Essence: 5
Duration: Essence days
Knowing the Soul’s Price Keywords: Belief, Shaping, Touch
Cost: 7m Min Bureauc.: 3 When the solar first touches an object, structure or
Type: Simple Min Essence: 2 animal he can invoke this Charm. The solar rolls
Duration: Instant Manipulation+Bureaucracy and chooses one set.
Keywords: Social, Compulsion Everyone with an added Intelligence+Integrity equal
This Charm is used in conversation with another per- or lower than the height of the set and/or an Essence
son. The solar invokes this Charm to find out what the smaller or equal to the width of the set is affected.
price of the target is for a certain service. The price These people, if they are within fate, are subject to
could be anything from sex to the reclaimed honor of the Belief that the item unquestionably belongs to
an ancestor and the service could range from a small the lawgiver. This goes so far that anyone affected
favor up to a lifetime of servitude. understands even written proof so that it supports the
solar’s claim.
To find out the solar rolls Wits + Bureaucracy with
a difficulty equal to the target’s Integrity. On a suc- The solar may state certain conditions upon invoking
cess the target is forced to reveal it’s honest price and this charm such as that he’s only borrowing an object
should the solar be able to deliver that price, then the or renting a location, which then comes true.
target is under a Compulsion effect to hold up his end
of the bargain. A person with a valid reason to suspect dishonesty -
such as anyone who has spent XP for the target object
Market Understanding Method - may actively roll their Intelligence+Integrity with
Cost: 16m / point Min Bureauc.: 4 the original set of the Solar acting as gobble dice. If
Type: Supplemental Min Essence: 4 the investigator succeeds then he is aware that the
Duration: Instant item does not belong to the solar and the charm fails.
Keywords: Company
This Charm grants the solar perfect knowledge of the If the Charm is not canceled prematurely, then the
markets - to the extent that he understands them. This player has the option to take the item into his per-
makes it much easier to purchase or sell goods, either manent possession. To do so the character has to pay
personally or through a Company. the appropriate advanatage (Possession for mundane
objects, Artifact for magical items) for the item with
When purchasing goods the Solar may reduce the cost his XP. The heavenly records are then changed by the
of an item. By paying the Charm cost once he can force of the lawgivers soul, invoking the Shaping ef-
make sure that an object with a price range is priced fect of this Charm. If the Charm is used to pemanently
at the lower end of the scale. Paying the cost of the aquire things that other characters payed for with XP,
charm again further reduces the cost of the item by 1. then the Solar has to pay twice the normal XP cost.
One time the XP are payed to heaven for the change,
This Charm can also be used when selling objects. It the other XP are given to the original owner to make
works as above, only inverted. up for the change in his destiny.

Guiding the Coin This Charm is not usable on attuned artifacts and the
Cost: 13m / dice Min Bureauc.: 5 owner is immediately aware of the failed attempt of
Type: Supplemental Min Essence: 4 claiming ownership. Similarly the Charm can not be
Duration: Instant made permanent on objects that other characters have
Keywords: Company purchased with XP. Their destiny is too tightly inter-
The solar using this Charm has to have authority over twined for the Solar to intervene permanently.
the finances of a Company. If he spends at least a week Craft Charms
actively managing the finances then he can add dice
to the Company’s Treasure Stat for a single action.
By spending 13m per die the solar can add up to half

45
Appendix II • Solar Charms

Builders Path for the duration of this Charm. However he always


has a vague idea of the progress of the project and
Craftsman Needs No Tools knows when it is completed at which point the Charm
Cost: 7m Min Craft: 3 automatically ends and the motes are decomited. The
Type: Supplemental Min Essence: 2 solar may end this Charm prematurely at any time.
Duration: Instant
Keywords: None Road Forging Genius
The solar craftsmen using this charm no longer need Cost: 13m / dice Min Craft.: 5
to care about tools or building times. Essence fuels Type: Supplemental Min Essence: 4
their every action. Duration: Instant
Keywords: Company
The character using this Charm can make Craft ac- The lawgiver employing this Charm has to have au-
tions to build objects or structures where every hour thority over the territorial organization of a Company.
spent working counts as Essence x3 normal hours. If he spends at least a week actively improving the
The builder can also ignore penalties from no or insuf- organisation and logistics then he can add dice to
ficient tools up to his Essence. However each point of the Company’s Territory Stat for a single action. By
penalty removed also reduces the craftmans effective spending 13m per die the solar can add up to half his
Essence for the purposes of time-reduction by one. Essence dice. This Charm is not useable when the
solar indivdually acts as a Company through the use
Workmen Need No Tools of other Charms.
Cost: 11m Min Craft: 4
Type: Supplemental Min Essence: 3 Modification Path
Duration: Instant Empowered by the magics from this Charm Path the
Keywords: (Company) solar craftsman can easily modify, demolish or im-
This Charm is a variant of Craftsman Needs No Tools prove objects.
that can be used to make a group of artisans work
faster and more efficently. It expands the Charm to Object Strengthening Touch
affect up to Essence x10 people. Cost: 5m Min Craft: 2
Type: Simple Min Essence: 2
If this is used to supplement an appropriate company Duration: One scene
action using the Territory Stat, then the quick time in Keywords: Touch
which it is accomplished does not reduce the Territory With a simple touch and the infusion of Essence into
of a Company due to exhaustion. an object it’s durability is greatly enhanced. It can re-
sist attempts at damaging much better as it’s granted
Creation in Absence Technique armor equal to half the solar’s Crafts level.
Cost: 8m Min Craft: 4
Type: Simple Min Essence: 3 Additionally if this Charm is used on weapons, their
Duration: Commitment increased hardness grants them the piercing tag with a
Keywords: Compulsion, Touch strength equal to half the solar’s Essence.
Using the effects from this Charm a lawgiver can
grant his supernatural ability at Crafting to one of his Shattering Grasp
subordinates. This allows him to have work done in Cost: 6m Min Craft: 3
his absence. The solar spends the motes as he instructs Type: Simple Min Essence: 2
his willing replacement on the task at hand and opens Duration: Instant
a mystical link between the two. Keywords: Touch
Sending the faults and weaknesses of an object, a
The target is granted the solar’s Craft Skill and all his simple impulse at the right point can break an object.
Craft Charms. The target can use them by expending If the solar has enough time he can take apart any
her own motes (if he has any) or those of the solar - if mundane object and any artifact with a level less than
she is granted permission that is. In return she is under his Essence. He can choose to carefully disassemble
the Compulsion to work on and finish the project to the target or to completely demolish it.
the best of her abilities according to the desires of the
Solar. This Charm even allows the Solar to destroy struc-
tures such as Manses or Fortresses. This however
The lawgiver on the other hand looses access to all often requires multiple hours, days or even weeks and
his Craft Charms and his Craft skill is reduced to 0 multiple uses of this Charm to destroy the individual

46
Appendix II • Solar Charms

sub-structures and objects. The character still needs tools to work the material
depending on either it’s source or destination proper-
If this Charm is used in Combat on the armament ties. A paper sword may be folded or forged. The final
of an opponent, then the solar needs to make a suc- object will behave exactly as if it was made from the
cessful unarmed attack to touch the object and a target material, even if it looks different. A paper knife
Dexterity+Crafts action to break it. With weapons, will cut as true as one forged from steel.
both killing and shock damage are reduced by the
width of the Crafts set. If a weapon has both it’s dam- If this Charm is used to simply transform materials,
age reduced to 0 or less, then it breaks. If used against then it requires about one hour per cubic yard of mate-
armor, every two points of width reduce the AR rating rial. This Charm can not substitute anything for one of
by one. Artifacts impose a difficulty equal to their rat- the magical materials.
ing on the Crafts action. The damage caused by this
charm is permament but may be repaired.
Dodge Charms
Crack-Mending Technique
Cost: 7m Min Craft: 4 Flickering Shadow Path
Type: Supplemental Min Essence: 3 The Charms of this path grant a Solar formidable de-
Duration: Instant fense: The exalt becomes like the flickering shadow
Keywords: Touch of a candle, unpredictable yet always there.
Using his solar Essence the lawgiver can mend and
weld broken objects back together. This Charm Nimble Shade Dodge
supplements a dramatic action to repair an object but Cost: 2m / set Min Dodge: 1
each hour spent counts as Essence x6 hours as the Type: Supplemental Min Essence: 2
magic makes his task much easier. Repair action that Duration: Instant
would normally take Essence in minutes can now be Keywords: None
accomplished in a single turn. This Charm allows a character to formidably defend
himself against his opponent. By spending 2m per
This Charm can be used to perfectly puzzle a broken Dodge action, the player can add his characters Dodge
vase back together without any seams. Or it can be in height to the chosen set. The set also has half the
used to repair dented armor or broken weapons which solar’s Essence added for initiative purposes. Upon
will behave as if they hadn’t been damaged. Crack- reaching Essence 4 this Charm becomes reflexive.
Mending Technique is incompatible with the speed
improvement from Craftsman Needs no Tools. Seven Shadows Evasion
Cost: 4m Min Dodge: 3
Reeds in to Gold Meditation Type: Reflexive Min Essence: 2
Cost: 10m+ Min Craft: 5 Duration: Instant
Type: Supplemental Min Essence: 3 Keywords: Perfect
Duration: Instant This Charm provides a perfect Defense to the Solar.
Keywords: None It is always activated in response to an attack before
With this magic a lawgiver craftsman can forge swords it is resolved. The character automatically evades this
from paper and build houses out of feathers. attack, even if the attack was undodgeable or Perfect.
The single condition for its use is that the character
This Charm enhances a Craft action to build or repair was aware of the attack before it struck.
an object. The player may ignore any penalties due to
missing or inappropriate raw materials as long as the Black Shade Body
solar has an appropriate quantity of similar materials Cost: 7m Min Dodge: 4
at his disposal (Sandstone to marble). Type: Simple Min Essence: 3
Duration: One scene
At Essence 4 the solar may use distantly related ma- Keywords: None
terials (sandstone for steel) for 5 more motes. At Es- Using this charm, the player becomes a flickering
sence 5 even completely unrelated materials may be shadow on the battlefield, always reacting to his sur-
used for 10 extra motes (sandstone for cotton). With roundings and evading every attack he is aware off.
essence 6 or above the solar may expend 15 motes to The player may add as many dodge actions to his
substitute any kind of material for another even if they other actions as he wants without penalty. Further-
are completely different (water for steel). more all his Dodge sets may be used to gobble attacks
that are wider than the gobble set. This means that a

47
Appendix II • Solar Charms

2x10 Dodge set can be used to gobble a 3x8 Attack,


even though this attack would normally be resolved Integrity Charms
earlier. This does not provide additional gobble dice
however. Iron Resolve Path
A solar who mastered this path is unwavering. No
Leaf on the Wind Path seductress, however tempting, can reach his heart and
The Charms of this path open the Solars mind to the no magic can affect his mind. He is a master at resist-
actions of his enemies. He can subconsciously sense ing social attacks.
them just instants before they happen or he can use
their force to carry him away from danger. Temptation-Resisting Stance
Cost: 2m / set Min Integrity: 1
Bend with the Breeze Type: Supplemental Min Essence: 2
Cost: 1m Min Dodge: 3 Duration: Instant
Type: Reflexive Min Essence: 2 Keywords: Social
Duration: Instant The mind of a solar is like a fortress to those that wish
Keywords: Perfect to bend him to their will.
This charm can be used in response to an attack that
targets the Solar and that is unexpected. Even though When rolling Integrity to defend against mundane
the Solar is unaware of the attack he can now dodge persuasion or the effects of mind-altering charms, the
it normally. This reflexive evasive movement allows Solar may add his Integrity to the height of the chosen
the Solar to evade harm but does not automatically set. Upon reaching Essence 4 this Charm becomes
alert him to the position of the attacker. This charm reflexive.
combines with all other dodge charms and makes it
possible to perfectly dodge an attack that the Solar Elusive Dream Defense
didn’t even see coming. Cost: 5m Min Integrity: 3
Type: Reflexive Min Essence: 3
Carried by the Wind Duration: Instant
Cost: 2m Min Dodge: 4 Keywords: Social, Perfect
Type: Reflexive Min Essence: 3 This Charm provides a perfect Defense against social
Duration: Instant influence or mind-altering charms. This Charm can
Keywords: None only be activated in response to an effect that the
This Charm can be activated, when the character uses Solar is aware of. The character then automatically
gobble dice from one of his Dodge sets to affect an at- and Perfectly resists this attack, even if the attack was
tack. He does not have to completely spoil the attack. Perfect itself.
By spending 2m the Solar can move up to Essence x2
yards away from the opponent as soon as the attack is Long-Term Defense
resolved. This can possibly protect him from further This Charm allows you to increase your Defensive
attacks. Capabilities by a little for an entire scene.

Keep in mind that while this Charm can invalidate the Group Loyalty
attacks of other characters by moving out of striking Increase Integrity, harder to betray the solar
range, it can also do so for the user. Also note that
this charm can be used multiple times in a round if Reflexive Defense
the character remains in the vicinity of opponents If required?
that attack him. Finally keep in mind that the use of
this charm still allows the user (and his opponents) Retroactive Defense
to cover their usual movement distance: It is possible Shatters influence effects. Usable even if not usable.
that exceptionally fast opponents are unimpressed by Cost can be paid with health instead
the use of this charm as they can catch up without
problems. Inviolate Shape Path
The Charms found in this path grant a lawgiver the
ability to withstand shaping effects and the influence
of the Wyld.

Integrity Protecting Prana


Cost: 4m Min Integrity: 1

48
Appendix II • Solar Charms

Type: Reflexive Min Essence: 2 den stash of celestial cocaine under the floorboards
Duration: One scene or the concealed weapon strapped to the back of a
Keywords: Perfect peasant. If a Charm opposes this effect, the solar rolls
This Charm provides a perfect Defense against all Wits+Investigation as usual but he may add his Inves-
Shaping effects against the character, regardless of tigation to the height and his essence to the width of
source. Wyld mutations are ignored as well as spells the set.
that shape the target.
Vigilant Judge Path
Destiny-Manifesting Method Observing things is vastly different from studying
Cost: None Min Integrity: 3 people but a lawgiver with this Path mastered is an
Type: Permanent Min Essence: 2 expert at gauging people and discovering their moti-
Duration: Permanent vations and skills.
Keywords: None
This Charm provides a permanent resistance to Shap- Lie-Detection
ing effects. Effects that try to damage the Exalt have Cost: 5m Min Investig.: 3
their difficulty increased by the Solar’s Essence. Type: Reflexive Min Essence: 2
Against shaping effects that damage the solar he re- Duration: One scene
cieves an AR rating equal to his Essence. Finally the Keywords: Social
likelyness of unfortunate random effects in the Wyld Once a solar has activated this Charm he can recog-
or Labyrinth is reduced by a factor of 10. nize all lies as such. He can also sense deliberate half-
truths but he is not aware which part of a statement is
Group Protection true and which one is not.
Protect a Group against the ravages of the wyld
If a Charm contests this effect then roll Wits + Inves-
tigation as usual but add the solar’s Essence to the
Investigation Charms height of his sets.

Observing the World Path Interrogation


The keen eye and sharp mind of a lawgiver with these Make it easier to interogate people
techniques allows him to quickly scan and understand
the things and places around him. Discover Intentions / Social Status / Abililties
Look at them and discover their traits
Crafty Observation Technique
Cost: 6m Min Investig.: 2
Type: Simple Min Essence: 2 Larceny Charms
Duration: Instant
Keywords: None Magpie Fingers Path
This Charm compresses a lengthy investigation into a A lawgiver with this Path can take what is rightfully
few seconds of concentration. With a glance at a room his. The Charms within this Path supernaturally en-
the solar precisely knows where the wanted docu- hance all manners of theft.
ments are kept.
Ignore Limitations
This Charm works just like a dramatic Investigation You can steal even if you couldn’t steal.
action that takes up to Essence x5 minutes. The solar
can roll Investigation as usual but he only needs a frac- Perfect Pickpocket
tion of the time and he need not disturb the scene. This Your attempt at theft is flawless
Charm combines with other Investigation Charms.
Steal and Hide
Concealment-Shattering Revelation Theft with Elsewhere storage - even large things.
Cost: 6m Min Investig.: 4
Type: Simple Min Essence: 2 Master of Disguise Path
Duration: Instant
Keywords: None Wearing the New Face
Nothing can hide from the eyes of the lawgiver. Using Cost: 7m Min Larceny: 2
this Charm the Solar instantly discovers all purposely Type: Supplemental Min Essence: 2
hidden things in his line of sight. This includes a hid- Duration: Commitment

49
Appendix II • Solar Charms

Keywords: None used on it’s own this Charm creates unfocused dis-
Wearing the New Face magically enhances a Solar’s guises and is not capable of impersonating someone
attempt at disguising himself. The player has to de- specific. These spontaneous disguises also fall apart
scribe what he wants to disguise hismelf as and how after one scene.
he plans to accomplish that. When rolling Larceny to
determine the quality of the disguise, the player may Wolf among Sheep Approach
add his character’s Larceny to the height of the roll, Cost: 16m Min Larceny: 4
even going higher than 10. This makes beating dif- Type: Supplemental Min Essence: 4
ficulties easier and it makes the resulting gobble dice Duration: Commitment
more easily break Awareness or Investigation sets. Keywords: None
Just as the other Charms of this Path, this Charm en-
As long as the solar has a suitable and carefully cre- hances a mundane attempt at disguise. The character
ated disguise in place he can convincingly appear as disguises himself both with mundane means and Es-
someone of a different gender or species, the magic sence and he then goes “off stage”. Roll Wits+Larceny
even alters his speech patterns. He can also try to as usual to determine the quality of the disguise. If the
impersonate someone but this does not grant any character wishes to also disguise his Essence signature
knowledge about the mannerisms of the target. he has to combine this with other Charms.

Once the disguise is removed or significantly dam- If the roll is successful, the player may, at any point
aged the charm ends. A solar might for example wear later on in the game, unmask his disguise and take the
a wig, dress and makeup to disguise himself as woman place of a character unimportant to the story (com-
but once the makeup was smeared or the wig lost, the monly an extra).
magic would dissipate. Another example would be
a solar who wears green, carefully adding barks and Important characters may attempt to “unmask” the
twigs to himself to appear as a wood elemental. character once per scene if they have sufficient reason
to believe he is around – or are paranoid enough to
Mask the Soul Technique check everyone. To do so, the investigating player
Cost: 8m Min Larceny: 4 needs to use an Awareness or Investigation Charm
Type: Supplemental Min Essence: 3 to scrutinize the infiltrated group. The solar uses his
Duration: Commitment chosen diguise set as usual to gobble the investigation
Keywords: None attempt. This is not a time sensitive action. If he is
This Charm allows a Solar to not only mask his ap- unmasked, then the investigating character may deter-
pearance but also his Essence. Just like Wearing the mine which extra the solar replaces.
New Face, Mask the Soul enhances a mundane at-
tempt at disguise. He can now use his Larceny set to Flawless Method Actor Technique
make his Essence appear however he wants. A solar Cost: 13m Min Larceny: 5
can mask his aura to look like that of a Sidereal, a Type: Supplemental Min Essence: 4
Fair Folk or a Mortal. He can even impersonate other Duration: Commitment
creatures’ Essence signatures if he had time to study Keywords: Perfect
them beforehand. With this level of mastery a solar can make himself
appear as anyone he wants and fool even the closest
Leaf Hides the Blossom Method friends. This Charm enhances a disguise attempt and
Cost: 5m Min Larceny: 4 makes it a Perfect effect. Everyone will be fooled,
Type: Simple Min Essence: 3 even those that intimately know the target will accept
Duration: One scene everything the character says as genuine. He doesn’t
Keywords: None have to know the mannerisms or speech patterns of
This Charm compresses an entire attempt at disguise the target, the magics are so strong that everyone else
into a few seconds. The player states his intended dis- simply imagines the solar to act as is usual.
guise and how he wants to accomplish this. To create
a believable disguise with Leaf Hides the Blossom Unchecked Passage Path
Method the solar not only needs just a single combat A small measure of light can reach even the darkest
round, he also needs hardly any materials. places - and so does the solar with this Charm. Noth-
ing can stop him from entering or leaving a place - no
Simply stuffing two melons into his shirt is enough to lock, no door, no shackle.
convincingly portray a woman and smearing dirt into
his face lets the solar appear as an earth elemental. If

50
Appendix II • Solar Charms

Lock Pick Finger Style reading and subliminal influence.


Cost: 3m Min Larceny: 1
Type: Supplemental Min Essence: 2 Whirling Brush Method
Duration: Instant Cost: 5m Min Ling.: 2
Keywords: None Type: Supplemental Min Essence: 2
Using the Lock Pick Finger Style a solar can open Duration: Instant
any lock with only his fingers, even if he doesn’t have Keywords: None
the proper tools. Whether it’s a simple padlock or a Using the Whirling Brush Method, a solar can write
complicated First Age safe, the solar can attempt lock the most beautiful and expressive calligraphy in the
opening actions without tools and he can ignore all span of mere seconds. Any writing enhanced with this
penalties from lack of tools. charm is much faster than normal: The solar divides
the time required by 5xEssence. An Essence 2 Solar
Lock-Opening Touch will write ten times as fast as a mortal, while an Es-
Cost: 6m Min Larceny: 2 sence 5 Solar only needs 1/25th of the time to write.
Type: Simple Min Essence: 3
Duration: Instant Labyrinth of Words Technique
Keywords: None Cost: 4m Min Ling.: 3
With this Charm the lawgiver may open a lock with Type: Supplemental Min Essence: 2
a Simple action, even in combat, instead of needing Duration: Instant
multiple minutes to do so. This is independent of the Keywords: None
size of the lock and does not mitigate the need for This Charm enhances an effect to encrypt a message.
tools but can be combined with other lock-opening The solar adds his Essence to the width of any one set
Charms. This Charm may also be used to lock doors to determine the amount of gobble dice with which to
without a key. counter any supernatural attempt at deciphering the
contents of the message. Without the use of magic, the
Moving past the Tiger’s Teeth document can not be deciphered.
Cost: 9m Min Larceny: 3
Type: Simple Min Essence: 4 The intended recipients (no more than the solars Es-
Duration: One scene sence score) in turn have no problem reading the mes-
Keywords: None sage. To their eyes it descrambles automatically.
With this Charm active the solar is like a ghost among
the fotresses of men. When this Charm is activated Discerning Savant’s Eye
during an attempt at intrusion (or extraction) the Solar Cost: 3m Min Ling.: 4
automatically becomes aware of all mundane traps Type: Reflexive Min Essence: 3
and is able to circumvent them perfectly without trig- Duration: Instant
gering or otherwise distrubing the traps. The protec- Keywords: None
tion from this Charm does not extent to his colleagues Having taken the secrets of encoding messages into
but it often allows the solar to move ahead and disarm his Anima, the solar can now navigate through the
traps as easily as he evades them. linguistic labyrinths of others with ease. This Charm
enhances an attempt at deciphering script, wether it
If the solar encounters magically constructed or en- was encrypted on purpose or wether its writing has
hanced traps then add his Larceny skill to the height simply decayed. He may ignore all penalties from bad
of all sets required to detect, evade or disarm them, quality of the writing and he may add his Essence to
even if the rolls in question do not include Larceny. the Width of any one set used to deciper the script.
This is applicable, even if the rolled ability is not
Walk through Doors Linguistics.
Well you walk through doors obviously. It’s kind
of an unfitting Charm for solars - need something This Charm can also be automatically used when the
“cooler”.. character is the target of an unexpected written social
attack (such as those from the following charm). In
these cases the effect allows the character to defend
Linguistics Charms normally.

The Might of the Pen Path Letter within a Letter Technique


The Charms of this path are related to the written word Cost: 8m Min Ling.: 5
in its many forms. They deal with writing, encrypting, Type: Supplemental Min Essence: 4

51
Appendix II • Solar Charms

Duration: Instant Keywords: None


Keywords: None Using this simple Charm the solar can convey even
This Charm grants the solar the ability to weave hid- the most complicated matters with a graceful move-
den messages into otherwise normal writing. The ment of his hand or a single brushstroke. He can
readers will find their thoughts affected without them deliver entire speeches with a single word of power.
knowing why. Characters who can not read the used This Charm allows the charcter to communicate with
language are not affected. any being that can see or hear him (or read his script)
compressing up to Essence x10 minutes of conversa-
When creating the writing the solar has to make a tion into a Simple action.
multiple-action roll with Intelligence+Linguistics
to encrypt and hide the message and a Manipula- The targets, regardless of their method of communia-
tion based social attack. The chosen Linguistics set tion, automatically and perfectly understand the solar
is used as gobble dice against Wits+Investigation of unless he desires room for doubt or innuendo. This
suspicious readers. If they manage to succeed, then charm can be used to execute social rolls in the span
they notice the subliminal message and are unaffected of a few seconds and to effectively coordinate groups
unless they continue reading. If they do not notice the during battle, even over large distances.
message then the previously rolled social attack set is
used on each reader just as if the player had adressed
them directly. The unexpected nature of the influence Lore Charms
makes defending against it more diffcult, incuring a
-2 penalty. Meta-Essence Path
The Charms that are part of this path all deal with the
Unobstructed Words Path modification and adaption of Essence. From sharing it
The supernatural effects of this Charm Path all deal to permanently imbuing others with it.
with language in direct communication.
Essence-Lending Method
Exellent Emissary’s Tongue Cost: 2m+ Min Lore: 1
Cost: 12m Min Ling.: 3 Type: Simple Min Essence: 2
Type: 10-W Minutes Min Essence: 3 Duration: Instant
Duration: One scene Keywords: Obvious, Touch
Keywords: None The lawgiver with this Charm may spend up to his Es-
To use this Charm, the solar has to spend a few min- sence x3 motes in addition to the cost of this Charm.
utes studying a conversation in a language he does not These motes of essence are transferred to a willing
speak. After this time he has acquired a subconscious target he touches.
understanding of the methods of communication
used. Glorious Solar Guidance
Cost: None Min Lore: 3
By employing the few words he picked up together Type: Permanent Min Essence: 3
with precise gestures he can communicate without Duration: Permanent
effort. Complex subject matter however requires Keywords: Company, Stackable
Charisma+Linguistics rolls with a difficulty dependent The Glorious Solar Guidance allows a solar to gain
on the subject. Making social attacks using a language motes from harmonious governance. When this
acquired in this manner also nets a -2 penalty Charm is first purchased, the Solar gains access to a
seperate mote pool that can hold 5m. Each further In-
The communication still takes as much time as a nor- stance of this Charm learned adds another 5m to this
mal conversation would and it requires the character pool. A solar may learn this Charm as often as he has
to be able to communicate in the manner of his audi- Essence.
ence. Observing insect beastmen communicating tele-
patically will not grant the Solar telepathy. However if This special mote pool does not respirate as the re-
the insects also use body language he can emulate that geular mote pool does. Instead spending time to tend
part of the conversation. to the affairs of a Company allows the Solar to refill
it. For every 4 hours spent the solar gains a number
Poetic Expression Gesture of motes into this pool equal to the average of that
Cost: 7m Min Ling.: 5 Company’s Stats (round up).
Type: Simple Min Essence: 4
Duration: Instant

52
Appendix II • Solar Charms

Soul-Enlightening Benefi cence Disease & Poison Breaker


Cost: 20m Min Lore: 4
Type: 3 hours Min Essence: 3 Aggravated Converter
Duration: Permanent
Keywords: Enlightenment, Touch Wholeness Restoring Treatment
The use of this Charm requires a ceremony of roughly Cancel crippling effects, even permanent ones such
three hours duration that can take whatever form the as lost limbs.
solar wishes. During this ceremony the target is im-
bued with solar Essence as his spiritual awareness is Somethingorother Touch
blasted open. Treatment Speed Up. Medicine action to heal, ban-
dage or stabilize as a simple action. Still needs other
If the willing target is a mortal (no access to an Es- Charm for mystical healing effects. Expensive!
sence Pool and a permanent Essence of 1), then his
Permanent Essence is raised to 2 and he is given ac- Enhancement Path
cess to a pool of 15 motes. The target may now learn Penalties Remover
Solar Charms for 40 XP or 32 XP for favored skills. Temporary Wound Box addition
Learning a Charm always requires training time.

This Charm may only be used once a week. Upon Melee Charms
reaching Essence 5 it may be used once a day.
Lightning Blade Path
Wyld Shaping Path The Lightning Blade Path deals with flurries of lighting
fast strikes. Variations of this path exist for Archery,
Brawl and Thrown. These are called Lightning Arrow,
Medicine Charms Lightning Fist and Lightning Knife respectively.

Gentle Touch Path Flickering Blade Strike


The Charm Path known as Gentle Touch is a series Cost: 2m / point Min Melee: 1
of Medicine charms that are grounded in the healing Type: Supplemental Min Essence: 2
properties of the suns rays. The Charms in this path Duration: Instant
can heal damage, cure illness and destroy poison. Keywords: None
This Charm can add up to the character’s Essence in
Flesh-Restoring Method width to a characters attack (not parries!). Each such
Cost: 11m Min Medicine: 2 point costs 2m. This bonus is only for the purposes of
Type: Supplemental Min Essence: 2 determining initiative, it does not increase damage in
Duration: Instant any way.
Keywords: None
This charm is a simple charm for a Solar but it’s one of Storm of Blades Method
the most powerful healing techniques available in cre- Cost: 7m Min Melee: 3
ation. A character treated with the medical techniques Type: Extra Action Min Essence: 2
from Flesh-Restoring Method can easily heal a large Duration: One round
part of his wounds nearly instantly. The Solar treats Keywords: None
the patient as normally, taking half an hour and rolling The character gains Extra Action (2) for attack actions
Intelligence+Medicine as a single, dramatic action. using the Melee skill.

At the end of a successful treatment the patient recov- Endless Blades Technique
ers shock damage equal to the height of the set and Cost: 4m / Extra Action Min Melee: 5
he may convert a number of killing damage boxes to Type: Extra Action Min Essence: 3
shock equal to the width plus the solar’s Medicine. Duration: One round
The shock from this conversion is not automatically Keywords: Obvious
healed with the initial use of this Charm. After a good This Solar can pay 2 motes for each Level of Extra
night’s sleep he can again convert killing boxes into Action he desires, up to his Essence score. These
shock – this time as many as the caster of this charm Multi-Action levels can only be used for attack ac-
has Essence. A character can only benefit from this tions using the Melee skill.
Charm once a day.

53
Appendix II • Solar Charms

Loyal Blade Path single attack set each.


This path deals with the readying, drawing and stor-
ing of a blade or other melee weapon that the user If it suceeds at entirely breaking the attacking set, then
clearly owns. It is a variation of the Loyal Bow Path all remaining unused gobble dice from the parry set
that can be found in the Archery Charms section of are turned into a counterattack on the aggressor that
this Chapter. can not be parried normally. This counterattack hap-
pens at the same time as the now spoiled attack.
My Blade is My Shield Path
This defensive Path grants the lawgiver supernatural Phoenix Blade Path
skill with his weapon when defending against attacks. The Phoenix Blade Path allows the Solar warrior to
He can parry even the deadliest blows with ease. imbue his weapon with the heat of the sun to inflict
terrible wounds with a single blow. This charm path
Bulwark Stance is based on the Phoenix Fist Path that can be found in
Cost: 3m / set Min Melee: 2 the Brawl Charms section of this chapter.
Type: Supplemental Min Essence: 2
Duration: Instant
Keywords: None Occult Charms
The Bulwark Stance allows a character to formidably
defend himself against his opponent. By spending 3m Sorcery Path
per set assigned to Parry actions with the Melee skill, The following Charms grant an Exalted the ability to
the player can add his characters Melee in height to learn, shape and cast spells of Sorcery. For each charm
all involved dice. The set also resolves as if it’s width of this path learned the character also gains one spell
was increased by half the solar’s Essence. This does of the appropriate circle for free, often countermagic.
not provide additional Gobble Dice however.
Terrestrial Circle Sorcery
Fivefold Bulwark Stance Cost: None Min Occult: 3
Cost: 8m Min Melee: 4 Type: Permanent Min Essence: 3
Type: Simple Min Essence: 3 Duration: Permanent
Duration: One scene Keywords: Enlightenment
Keywords: None Having mastered this Charm allows a character to
Fivefold Bulwark Stance allows the Solar to add half learn and cast Spells of Terrestrial Circle Sorcery, also
his Essence to the width of all his Melee Parry sets. known as Emerald Circle Sorcery.
This does not provide additional gobble dice, it is only
relevant when the order of actions is concerned. Celestial Circle Sorcery
Cost: None Min Occult: 4
Heavenly Guardian Defense Type: Permanent Min Essence: 4
Cost: 6m Min Melee: 5 Duration: Permanent
Type: Reflexive Min Essence: 3 Keywords: Enlightenment
Duration: Instant This Charm gives a character access to the spells
Keywords: Perfect of Celestial Circle Sorcery, also known as Sapphire
This Charm provides a perfect parry Defense to the Circle Sorcery.
Solar. It can only be activated in response to an at-
tack and before it is resolved. The Solar automatically Solar Circle Sorcery
parries this attack, even if the attack was unparryable Cost: None Min Occult: 5
or Perfect. The single condition for its use is that the Type: Permanent Min Essence: 5
character was aware of the attack before it struck. Duration: Permanent
Keywords: Enlightenment
Thorny Blade Defense This powerful Charm allows a character to master
Cost: 4m / action Min Melee: 5 the pinnacle of sorcery. Spells of the Adamant Circle
Type: Supplemental Min Essence: 3 of Solar Circle Sorcery can now be learned and cast
Duration: Instant freely.
Keywords: None
This Charm can only be used to enhance parry actions Necromancy Path
using the Melee skill and has to be declared together The following Charms grant a Solar proficiency in
with the action. Each parry action changed in such a the magic arts of the dead. Note that Solars do not
manner can now only be used to gobble dice from a have access to Void Circle Necromancy. Only the

54
Appendix II • Solar Charms

Abyssal Exalted, the Deathlords and other powerful, of the aura (Essence in yards) can not dematerialize
death-aspected beings can reach this level of mastery unless they leave the area. This in turn requires them
over death. For each charm of this path learned the to succeeed at a reflexive Essence roll with a difficulty
character also gains one spell of the appropriate circle equal to the solars Essence. Dematerialized spirits in
for free, often countermagic. turn can not enter the area without materializing.

Shadowlands Circle Necromancy Sorcerer’s Eye Path


Cost: None Min Occult: 3 Charms from the Path of the Sorcerer’s Eye unveil the
Type: Permanent Min Essence: 3 hidden Essence of the world to the solar’s eyes.
Duration: Permanent
Keywords: Enlightenment Spirit-Detecting Glance
Upon learning this Charm a character can now cast Cost: 3m Min Occult: 2
Necromancy spells of the Shadowlands or Iron Type: Reflexive Min Essence: 2
Circle.

Labyrinth Circle Necromancy Individuals as Companies


Cost: None Min Occult: 4 The Solar Exalted are among the most power-
Type: Permanent Min Essence: 4 ful individuals in Creation. So much so that
Duration: Permanent they possess Charms that allow them to inter-
Keywords: Enlightenment act with entire Companies on their scale.
This Charm grants a Solar proficiency in the advanced
arts of Necromancy. Spells of the Labyrinth or Onyx A Solar acting as a Company determines his
Circle can now be learned, shaped and cast freely. Stats by halving the following Skills, treating
ExD as 2 regular dice:
Spirit-Slaying Path
This Path deals with affecting and destroying spirits War equals Might
such as gods, ghosts, elementals and demons. Bureaucracy equals Treasure
Crafts equals Territory
Spirit-Cutting Attack Socialize equals Influence
Cost: 1m Min Occult: 2 Integrity equals Sovreignity
Type: Supplemental Min Essence: 2
Duration: Instant If one of these Company Stats is damaged
Keywords: Obvious or exhausted then this carries over into his
This Charm allows a character’s attack to affect dema- personal Skills. The player may choose wether
terialized spirits. Spirit-Cutting Attack can be used to to loose 2 regular dice or 1 ExD per Company
enhance attacks with other skills. These do aggravated Stat point lost. Exhausted Skills regenerate 2
damage to spirits, whether materialized or not. weeks after the loss, damaged skills are per-
manently reduced.
Ghost-Eating Technique
Cost: 2m Min Occult: 3 An opposing Company reducing the Solar’s
Type: Reflexive Min Essence: 3 Company Stats does not gain anything unless
Duration: Instant specifically mentioned. A Solar gaining points
Keywords: Obvious through Company actions can only use these
This Charm is used just after the Solar has successfully to offset exhaustion penalties, not to gain ad-
attacked a spirit. The Charm transmits a number of ditional dice.
motes equal to the solar’s Essence x2 from the Spirit
to the solar. If a spirit has it’s last health level filled Reduced skills affect Charm minimums as
when this charm is used, then it is destroyed utterly. would be expected. This might cause the
solar to be unable to cast some of his learned
Spirit-Binding Aura charms until his Skills have regenerated or
Cost: 11m Min Occult: 5 he has relearned them. Active Charms with
Type: Simple Min Essence: 4 higher requirements remain active until their
Duration: One scene time runs out. Effects that require commited
Keywords: Obvious Essence fail as soon as the solar’s Skills are no
This Charm enhances the Solar’s Anima to either bind longer sufficient.
spirits in the material world. Spirits within the range

55
Appendix II • Solar Charms

Duration: One scene mance beyond the scope of any mortal.


Keywords: None
Using the Spirit-Detecting Glance a Solar can see, The solar may add up to his Performance in height
hear and smell dematerlized beings and objects. They to the set of a Perforamnce action. Each such point
appear as translucent shades and are legal targets for costs the solar 1m in addition to the base cost of 2m.
all his awareness rolls. To affect dematerialized be- This Charm can be used for mundane Performance
ings a character still needs a different Charm such as attempts or to augment the use of Performance-related
Spirit-Cutting Attack. Charms.

Essence-Revaling Sight Husband-Seducing Demon Dance


Cost: 7m Min Occult: 4 Cost: 7m Min Perform.: 3
Type: Reflexive Min Essence: 3 Type: Simple Min Essence: 2
Duration: One scene Duration: One scene
Keywords: None Keywords: Emotion, Social
Infusing his eyes with Solar Essence the character The movements and words of a skilled solar dancer
opens his mind to the flows of essence in the world. enthrall the hearts of mortals. The solar makes a
He automatically recognizes Artifacts, Demesnes and Charisma+Performance roll or an artistic performance
Manses if he can see them and powerful Exalted (Es- as usual. If he has a set then every member of his audi-
sence 4+) are also clearly visible. ence that does not successfuly defend falls madly in
love with the solar or something he represents. This
Further information on a subject (such as the effect of a unnatural influence lasts for one scene.
Charm or how to use an Artifact) can be gained through
close scrutiny. This requires an Intelligence+Occult Oratory Path
roll with a difficulty depending on the information
sought. Respect Commanding Attitude
Compulsion to Respect
This Charm does not automatically uncover beings
hidden with mundane or magical means as the char- Memory Reweaving Discipline
acter still does not see them. However the character’s Belief to have different Memory
Awareness sets, if any, are increased by half the hiding
character’s Essence. Spirit Calling Speech
Cost: 11m Min Perform.: 5
Essence-Discovering Chakra Type: Simple Min Essence: 3
Cost: None Min Occult: 5 Duration: One scene
Type: Reflexive Min Essence: 4 Keywords: Emotion, Compulsion, Social
Duration: One scene The lawgivers hold the Mandate of Heaven and their
Keywords: Obvious word weights heavily. This Charm, which is an en-
Once this Charm is learned, the solar can automati- hanced Charisma+Performance prayer action allows
cally, and freely, activate Essence-Revealing Sight the solar to empower his words and to ensure they
once his Anima reaches the third level. This however catch the spirits attention.
is an Obvious effect as his eyes glow with the light of
the sun. Add the solar’s Performance to the height of the action
and half his Essence to the width. Success means that
the god is granted an increased amount of extraordi-
Performance Charms nary ambrosia for the prayer. The god is now under
two effects: The first one is a Compulsion to listen to
Artistic Path the words and demands of the solar. The god may not
ignore the plea however he is allowed to instruct a
Phantom Conjuring Performance subordinate to deal with the matter or to not act at all.
Cost: 2m + 1m / point Min Perform.: 1 The second effect is an Emotion that positively shifts
Type: Supplemental Min Essence: 2 the feelings of the god towards the solar. Even an
Duration: Instant overly hostile god will at least think about the prayer
Keywords: Obvious, Social while already friendly ones are much more inclined
A skilled solar performer can use his Essence to im- to help.
prove his performance. Summoning ethereal, golden
shapes from his Essence he can support his perfor- A solar may pray to a specific god or to a generic

56
Appendix II • Solar Charms

group of gods such as the gods of a certain forest. the solar can affect the mind of his conversational
This Charm does not work on a god with an Essence partner without him even noticing. The solar may
of equal to or more than twice the solar’s Essence. If command his target to do his bidding and the order
multiple gods are the target add their Essence scores may be as complicated as he wants to. He does not
together to determine if the Charm takes effect. have to voice this order directly.

The player rolls Manipulation+Presence which is


Presence Charms resisted by Charisma+Integrity as usual. If success-
ful, then this Charm creates a Compulsion to follow
Radiant Aura Path one order given by the Solar. The target will not be
The Presence Charms belonging to the Radiant Aua aware of or remember this influence if the width of
Path the solar’s set is wider than his Essence score. A tar-
get that recognizes the influence can still be affected
Glorious Radiant Presence normally.
Respectful Belief creation. Attack prevention?
Bending the Truth Technique
I am your World Stance Cost: 8m Min Presence: 3
Compulsion to focus on Solar, intensifying emotions. Type: Simple Min Essence: 3
Duration: Width x2 days
Authority-Radiating Stance Keywords: Belief, Social
“I have authority over you” A solar speaks only the truth - or at least he can make
his listeners believe this to be so. This charm enables
Enemy-Castigating the solar to instill a Belief in his target without directly
I make Holy Attacks and I cause shame and guilt stating it - he simply says the right words and leaves a
few things unsaid. In the end his target will make the
Words of Honey Path wanted connections and come to a “revelation” all on
The Charms from the Words of Honey Path are sweet it’s own. The caused Belief may be as complicated or
and seductive. They are exceptionally suited to subtle unrealistic as the Solar wants it to be.
manipulation and make use of the Stat with the same
name. The player has to roll Manipulation+Presence which
can be resisted by Charisma+Integrity as usual. If the
Honey Snake Whisper roll is successful, then a Belief is created in the mind
Cost: 4m + 1m / point Min Presence: 2 of the target. The target is unaware that the Belief
Type: Supplemental Min Essence: 2 comes from an external source unless the width of the
Duration: Width scenes solar’s set failed to be wider than the target’s Essence
Keywords: Emotion, Social score. In this case the target is still affected but knows
A solar using this Charm in conversation lets his Es- the solar to have shown her the truth.
sence sweeten and empower his words. Honey Snake
Whisper allows a solar to create an Emotion, most of- Heart-Piercing Words
ten a desire for something, in his target. The player has Cost: 7m Min Presence: 5
to roll Manipulation+Presence as usual in an attempt Type: Supplemental Min Essence: 4
to convince the target. Additionally the solar may add Duration: Instant
up to his Presence to the height of the base cost of 4m Keywords: Perfect, Social
is waived set paying 1m for each such point. When this Charm is used to supplement a Presence-
based attempt at convincing someone with an Essence
This bonus can be used even when rolling without lesser than that of the Solar, then the attempt is Per-
the supernatural effects of this charm or when using fect. This means that the effect can only be prevented
another Charm. In these cases the base cost of 4m is by a Perfect Social defense otherwise it succeeds
waived. automatically.

Hypnotic Tongue Technique This Charm can be used in conjunction with other
Cost: 6m Min Presence: 3 Charms that make use of rolls with the Presence
Type: Simple Min Essence: 2 skill.
Duration: Width days
Keywords: Compulsion, Social City-Sweeping Speech
Using his skill with words and his powerful Essence Cost: 18m Min Presence: 5

57
Appendix II • Solar Charms

Type: Supplemental Min Essence: 5 age/Dice equal to the character’s Essence from each
Duration: Commitment source of a single attack: An attack dealing 5K, 6 Area
Keywords: Company, Compulsion, Social Dice and 2K from Waste Dice against a character with
The revelations in a lawgiver’s words are carried in Essence 4 using this charm would be reduced to 1K, 2
the hearts of his listeners. Area Dice and nothing from Waste Dice.

When influencing a target with Presence or Presence Steel Body Meditation


Charms, the Solar may invoke this Charm to have Cost: 10m Min Resistance: 3
the target carry forth the Belief or Emotion influence. Type: Simple Min Essence: 2
If the persuasion attempt was successful, then the Duration: One scene
target feels compelled to share the wisdom the solar Keywords: Obvious
imparted on him. He will attempt to convince anyone Once a Solar has activated this Charm, his skin takes
he comes in contact with, gaining the solar’s Essence on the resistance of steel and he is granted supernatu-
in additional dice for these attempts. ral resilience for the rest of the scene. The character
gains an Armor rating equal to half his Essence. If he
Targets he successfuly convinces feel the same com- is already wearing regular armor, then use the higher
pulsion and will spread the word. They also gain bo- AR. If both are equal add 1 to the higher AR and use
nus dice equal to the solar’s Essence but for each step that. This magical armor does not protect against Area
they are removed from the original target this bonus is attacks or Waste Dice effects but it protects against ef-
reduced by 1. When the bonus is equal or less than the fects which would otherwise ignore mundane armor.
target’s Essence the influence stops.
Inviolate Body Technique
When the solar stops commiting the neccesary motes, Cost: 4+m Min Resistance: 4
then the Compulsion in his original target and all Type: Reflexive Min Essence: 3
subsequent ones fades naturally. Furthermore the dice Duration: Instant
bonus to persuasion attempts vanishes instantly. Keywords: (Perfect)
With the Inviolate Body Technique a warrior can
This Charm can also be used on the Company scale shrug of blows and magic that would cripple the most
allowing the Solar to take an Espionage action to powerful warriors. Even poison or diseases can gain
change minds. This action requires the solar to partici- no foothold on the solar’s flawless body.
pate in one conversation and keep the essence com-
mited for the duration of the influence, which is one When invoked in response to a Crippling, Poison
week per point of Territory of the target Company. For or Sickness effect, the solar immediately rolls his
information on how a solar using this Charm interacts Strength+Resistance with a difficulty of the attacker’s
with Companies see the sidebar on page 52. Use the Essence. If he suceeds, then the Crippling, Posion
solar’s Presence instead of Socialize to determine his or Sickness effect is negated. Other elements of an
Influence Company Stat. attacking Charm still function normally. To resist
sources that cause more than one Crippling, Sickness
or Poison effect, each additional effect increases the
Resistance Charms cost of this charm by 2m. If the effects are mundane
in nature then the Charm works Perfectly.
Golden Skin Path
The charms of this path greatly increase a character’s Adamant Skin Technique
resilience to attacks and damage. Cost: 7m Min Resistance: 5
Type: Reflexive Min Essence: 4
Iron Skin Technique Duration: Instant
Cost: 3m Min Resistance: 2 Keywords: Perfect
Type: Reflexive Min Essence: 2 Adamant Skin Technique provides a perfect armor De-
Duration: Instant fense to the Solar. It can only be activated in response
Keywords: None to an attack or other source of hurt before damage is
This Charm may be used in response to an attack. applied, even if the attack was unexpected. The Solar
It grants the characters magical Armor with a level automatically resists the damage from this attack as
equal to his Essence for that single attack. This armor if he had infinite armor. This armor is a Perfect effect
is compatible to regular armor and it can also be used and it even protects against any kind of damage that
to defend against Area attacks and Waste Dice effects would otherwise ignore armor. When used against
that cause damage, soaking up a number of Dam- Area effects it cancels all Area dice with one use.

58
Appendix II • Solar Charms

Waste Dice effects that deal damage are also ignored. a variation of the Loyal Bow Path that can be found in
If the resisted attack had any secondary effects such as the Archery Charms section of this chapter. The Loyal
Crippling or Poison then those can still apply if they Hauberk Path however is rarer and has doubled mote
do not require damage to be dealt. Attacks that have costs.
lingering environmental effects such as fire affect the
character as usual in later rounds. Warrior’s Focus Path
Inner Fortitude Path Essence-Gathering Temper
The charms of this path enhance the inner durability Cost: 2m Min Resistance: 3
of a character – they grant additional health boxes and Type: Reflexive Min Essence: 2
help easily regenerate already suffered damage. Duration: Instant
Keywords: None
Ox-Body Technique This Charm grants the solar strength in the face of
Cost: None Min Resistance: 1 adversity. When the Solar takes damage from a strike
Type: Permanent Min Essence: 2 he gains motes equal to the wound-penalty level the
Duration: Permanent box would gain him for shock damage and twice that
Keywords: Stackable amount for killing damage. Thus 2K that would fill
Each instance of Ox-Body Technique adds a total of both a -1 and a -2 box would grant the solar 6 motes
five wound boxes to the character. One is added to the of essence.
-0 boxes and the -2 boxes, and two to the -1 set. This
Charm can be learned as often as the character has Re- This Charm does not work if the solar is not in mortal
sistance but never more than his Essence score. The danger - simply ordering his subordinates to slap him
second, third etc. instances of this Charm are often in the face does not net the solar any motes even if he
called Mammoth-Body, Ogre-Body, Mountain-Body takes damage.
and Behemoth-Body.
Blazing Sun Trance
Body-Mending Meditation Cost: 12m Min Resistance: 5
Cost: 7m Min Resistance: 3 Type: Simple Min Essence: 3
Type: Simple Min Essence: 2 Duration: One scene
Duration: 24 hours Keywords: None
Keywords: None When one of the solar invokes this Charm then he en-
Using this Charm, the Solar can drastically reduce ters a state of mind focused on battle alone. This could
his healing times. As long as the Charm is in effect, be screaming, primal rage, merciless justice or some
the character can heal a number of shock boxes equal other deep passion appropriate to the character. Dur-
to his Resistance for each hour of rest (or 2 hours of ing this Trance the solar can ignore all penalties and
activity). He can also greatly reduce the intervals it impairment from wounds and pain this includes the
takes for him to turn Killing Damage into Shock: It penalties caused by filled health boxes. Additionally
requires 3 hours for a -0 box, 6 hours for -1 and 12 he may add 1d to each combat-related action regard-
hours for one -2. If the character is not resting doubhle less of stat or skill.
this time as usual.
While the Blazing Sun Trance lasts he can only con-
Unstoppable Vitality Stance centrate on combat and take no complex actions or
Cost: None Min Resistance: 3 speak more than a few muttered words. He also gains
Type: Permanent Min Essence: 3 one point of Limit when this Charm ends. If he wants
Duration: Permanent to end the Charm before the scene is over he instead
Keywords: None takes three points of Limit.
The solar with this Charm always heals as if he was
resting, even if he’s active. Even other effects such Unconquerable Will Prana
as being deprived of food or sleep do not affect his Cost: None Min Resistance: 5
natural healing in any way. If a Charm opposes this Type: Permanent Min Essence: 4
then it has to generate a set that overcomes twice the Duration: Permanent
solar’s Essence in width. Keywords: Obvious, Perfect
This Charm can only be used once in a lifetime, at
Loyal Hauberk Path the end of it to be specific. If the Solar dies while this
This path deals with the readying, donning and stor- Charm is in effect (which would be any time after
ing of a piece of armor that the user clearly owns. It is learning this Charm barring supernatural involve-

59
Appendix II • Solar Charms

ment) his Essence binds his soul and will to a cause Mastering the Court
important to him at the time of death and he can keep Cost: 12m / dice Min Socialize: 4
on going regardless of damage. Type: Supplemental Min Essence: 4
Duration: Instant
The character can act normally, as if unharmed, for a Keywords: Company
number of rounds equal to his Essence. This means When the solar using this Charm is the leading author-
that he does not suffer penalties from being wounded. ity of a company and actively organizes it’s actions
Damage, Sickness, Crippling and Disease effects can then this Charm grants the Company additional dice
also be perfectly ignored. He is effectively immortal for a Espionage, Couner-Espionage, Being Informed
for a short time. However his death is only delayed or Policing action. The solar can spend 12m per die to
not averted. Under no circumstances can his demise be added, up to a maximum of half his Essence dice.
be prevented nor can the duration of this Charm be This Charm is not useable when the solar indivdually
increased in any way. acts as a Company through the use of other Charms.

Condition for the ongoing effect of this Charm is that


the character spends this time relentlessly pursuing Stealth Charms
a certain cause important to him at the time of his
original death. Most likely this is his Motivation (or Unseen Presence Path
Virtue Flaw) but it might be as simple as protecting a The effects of this path allow the lawgiers to hide
village or warning one’s circlemates. If the character themselves from the eyes of others.
strays from this cause the charm immediately ends
even if the granted time is not yet used up. If a Solar Easily Overlooked Presence Method
does not have a worthy cause then this Charm does Cost: 5m Min Stealth: 2
not activate. Type: Supplemental Min Essence: 2
Duration: Instant
Keywords: None
Ride Charms The solar using this charm is easily overlooked, even
when searched for. The solar may add his Essence to
the height of a chosen Stealth set. This Charm fails as
Sail Charms soon as the solar engages in battle or otherwise takes
actions that draw attention to him such as flaring his
Anima Banner. Circumstances that make the Solar
Socialize Charms stand out (such as a northerner in the southern direc-
tion, colorful clothing or a strong body odor) apply as
Flawless Courtier Path a penalty to the height of the roll
Personal buff - Courtly Manipulation Charms.
Start with Soc 1 requirement Cloaked in Light Technique
party charm Cost: 7m Min Stealth: 4
Type: Supplemental Min Essence: 2
Soul of Nations Path Duration: Instant
The Charms in the Soul of Nations Path enable a Solar Keywords: None
to affect the societies around him on a larger scale. Like the hawk striking out of the sun, the solar can
hide even while being bathed in light. With the magics
Wildfire Whispers Method of this Charm a solar is able to take stealth actions,
Cost: 16m Min Socialize: 3 even if the environment wouldn’t normally warrant
Type: Multiple days Min Essence: 3 them - he becomes a sort of blind spot to the people
Duration: Instant around him.
Keywords: Company
Talking to the right people the solar can make his pow- Using this Charm a lawgiver might hide from view in
erful words reach the right ears within a Company. the middle of a sun-filled, empty arena. This Charm
This Charm allows the solar to take Being Informed, only works as long as the solar does not draw atten-
Counter-Espionage or Espionage actions against tion to himself by attacking or taking similar actions.
Companies on his own. For information on how a This Charm does not allow a solar to vanish while
solar using this Charm interacts with Companies see people are actively watching him but if he can provide
the sidebar on page 52. a sufficient distraction he can use this Charm to hide.

60
Appendix II • Solar Charms

Evading the Mind’s Grasp


Retroactive Stealth (mind-cloud) Survival Charms
Perfect Stealth Lord of Beasts Path
The powers of this path grant the solar dominion over
Veiled Essence Path the beasts of creation: He can both speak with and
The Charms within this Path grant the lawgiver the control the animals of the land.
skill to cloak his own Essence and Anima.
Friendship with Animals Approach
Humble Anima Technique Cost: 4m Min Survival: 1
Cost: None Min Stealth: 2 Type: Reflexive Min Essence: 2
Type: Permanent Min Essence: 2 Duration: One scene
Duration: Permanent Keywords: None
Keywords: Stackable This Charm instantly makes nearby animals act
Each instance of this Charm grants the solar an ad- friendly towards the Solar. Only strong stimuli such
ditional Anima Banner level at the start of his track. as extreme pain or fear will make them attack the
This level does not cause his Anima to flare in any lawgiver.
way. Essentially the solar can cause his Anima to
go up by 1 without any visible effects. This “virtual Additionally the solar can communicate with all
Anima box” can also be activated for no cost, keep- animals while the Charm is active. To communicate
ing the mote cost for voluntarily activating the Anima the solar uses sounds and gestures as if he shared a
Banner the same. This Charm can be learned as often language with the animals. If this Charm is used to
as the character has Stealth or Essence, whichever is help calm, train or otherwise affect an animal, the
lower. solar may add his Survival to the height of the roll.

Blinding Brilliant Flames Familiar Training


Cost: None Min Stealth: 4
Type: Permanent Min Essence: 3 Animal Control
Duration: Permanent
Keywords: None Elemental Harmony Path
Upon learning this Charm the Solar is able to hide Resisting Nature and hardship.
his mien from the world when his Anima Banner
activates. When his Anima Banner reaches the stages Infallible Hunter Path
where stealth becomes impossible, this power may be Tracking and Camouflage
activated at no cost. Once active it may turned on and
off at will.
Thrown Charms
The flames of the solar’s Anima engulf him and hide
his identity. Observers will see a Solar with his Anima Cascade of Knives Path
Banner activated but they will not be able to discern This Charm Path focuses on overcoming opposition
who is behind the flames unless they saw him before through sheer mass of projectiles. The attacks made
his Anima fully manifested. with the Charms from this path double up in mid air
to strike one or more targets without fail. A variation
Quenching the Bonfire Method of this path (the Cascade of Arrows Path) also exists
Cost: 2m Min Stealth: 4 for the Archery skill.
Type: Permanent Min Essence: 4
Duration: Permanent Wave of Knives
Keywords: None Cost: 3m / set Min Thrown: 1
This Charm is pemanently active and grants the law- Type: Supplemental Min Essence: 2
giver the skill to hide Obvious displays of Essence. Duration: Instant
When activating a Charm with the Obvious keyword Keywords: Obvious
the Solar may spend 2m to ignore the keyword for This Charm adds the characters Thrown in height to a
that one use. characters Thrown attack. This bonus is only for the
purposes of evading Gobble Dice. Upon reaching Es-
sence 4, this Charm becomes reflexive.

61
Appendix II • Solar Charms

Rain of Knives Spirit Knife Path


Cost: 9m Min Thrown: 5 This path is a version of the Spirit Arrow Path. It
Type: Simple Min Essence: 3 fashions thrown weapons out of pure Essence. See the
Duration: Instant Archery Charms section for more information.
Keywords: Obvious
The character launches a devastating thrown attack
against a single target. His missile spreads up into War Charms
multiple essence copies that slam into the body of the
target. The character executes only a single thrown Glorious Battlefield Presence Path
attack that does damage as usual but also causes each This Charm Path is useful when the character is per-
Waste Dice to inflict 1 damage (of whichever type is sonally fighting in the front lines. When on the field
more prevalent in the weapon) on the target. of battle, the charms in this path grant courage, feroc-
ity and magical strength to the combatants fighting
Typhoon of Knives alongside the solar.
Cost: 12m Min Thrown: 5
Type: Simple Min Essence: 4 Heroism Inciting Presence
Duration: Instant Cost: 7m Min War: 2
Keywords: Obvious Type: Simple Min Essence: 2
The character makes a single Thrown attack against Duration: One Scene
his chosen target. The attack deals normal damage to Keywords: Emotion
the target but also inflicts two times the characters Es- This charm is used when the Solar is actively leading
sence in Area Dice of damage to everyone within Es- a group of extras into battle. The group automatically
sence yards of the point of impact, including the origi- gains the magical and motivational bonuses to their
nal target. The damage type of the AD is determined Threat Rating and the Essence of the Solar is added
by the weapon – a weapon that does more shock than to the Threat Rating when resisting Morale Attacks.
killing will cause 1S, while one that focuses more on Upon reaching Essence 4, the charm gains another
killing damage will inflict 1K per Area Dice. benefit as the extras can now keep one set with a width
equal to the characters Essence. If the Solar abandons
Hidden Viper Knife Path his followers then the charm ends.
Unseen Attack
Crippling Attack Forging the Army Speech
Piercing Attack Cost: 10m Min War: 4
Type: Simple Min Essence: 3
Lightning Knife Path Duration: One Scene
The Lightning Knife Path deals with lightning fast Keywords: Emotion
strikes and attacks. This path is based on the Lightning With a rousing speech and grand gestures the charac-
Blade Path that can be found in the Melee Charms ter quickly recruits a righteous mob to pursue a certain
section of this chapter. cause. The player rolls Charisma + War and adds his
Essence to the width of any one set. A number of ex-
Loyal Knife Path tras equal to the width of that set join the Solar in his
The Loyal Knife Path deals with the readying, draw- actions. This Charm only works if the audience is at
ing and storing of a weapon used with the Thrown least sympathetic to the Solar or his stated cause and
ability such as a boomerang or a throwign knife. It is if there are enough bystanders around. The Follow-
a variation of the Loyal Bow Path that can be found in ers automatically get the Motivational bonus to their
the Archery Charms section of this chapter. Threat rating which turns regular mortal bystanders
into a group of Threat 2 followers.
Phoenix Knife Path
With the Path of the Phoenix Knife, a solar can use Resolve Breaking Stance
the heat of the sun to strike down his enemies. His Cost: 8m Min War: 5
attacks with Thrown weapons are capable of dealing Type: Simple Min Essence: 4
more damage. This path is a variation of the Phoenix Duration: Instant
Fist Path which can be found in the Brawl Charms Keywords: Obvious, Morale
section of this chapter. Invoking this Charm inflicts a Morale Attack onto a
target Unit of unworthy opponents. The Solar needs
to taunt, attack or move towards this unit to affect it.
Roll the characters Charisma + War and add his Es-

62
Appendix II • Solar Charms

sence to the width of any one set. Use this width to - splitting the education up into individual weeks is
determine the strength of the Morale Attack. permissible.

Unconquered General Path At the end of the training time, the Company may roll
This Charm path is used when the character stays up to half the Solar’s Essence in additional dice on the
away from the front lines instead organizing the troops next “Train and Levy Troops” action it undertakes.
and planning the strategy of the attack. The charms The Solar has to spend 10m per die at the end of the
of the Unconquered General path grant benefits to a training.
Company at war.
Army of One
Steel the Mortal Mind Cost: 35m Min War: 6
Cost: 8m Min War: 3 Type: Simple Min Essence: 6
Type: 1 hour Min Essence: 3 Duration: Commitment
Duration: Instant Keywords: Company
Keywords: Company Using this Charm the Solar becomes an Army of his
The solar meets with the relevant people for an up- own capable of single-handedly taking a fortress.
coming might-based action of a Company over which The solar using this charm may act like a Company
he has authority. He uses this talk to motivate and and perform Attack, Defend or Policing actions on
bolster them for the upcoming conflict. After the talk his own. For information on the interaction between
the Solar spends 8m and grants adds 1d to the dice individual solars and companies, see the sidebar on
pool of the Company for the intended action. page 52.

For an Attack, Defense or Policing action, the player


should talk to his officers or other subordinates. For
Unconventional Warfare he consorts with the troops
executing the maneuver discussing tactics and hard-
ening their resolve. This Charm is not applicable for
Train and Levy Troops actions.

All-Seeing Commander
Cost: 12m / dice Min War: 4
Type: Supplemental Min Essence: 4
Duration: Instant
Keywords: Company
When the solar using this charm is the commander of
a fighting force and is physically present at the site
of battle, then these magics make him pefectly aware
of all the units under his command. This requires the
Solar to be away from the thick of the fighting for the
duration of the combat and instead communicate with
his subordinates to make use of his knowledge.

This powerful Charm grants the Company additional


dice for a current Attack or Defend action. The solar
can spend 12m per die to be added, up to a maximum
of half his Essence dice.

Tiger Warrior Training


Cost: 10m / dice Min War: 5
Type: Multiple weeks Min Essence: 4
Duration: Instant
Keywords: Company
The solar personally trains the troops of a Company
at least 5 hours a day, for a number of weeks equal to
half the current Might Stat of the Company. It is not
neccessary that this training happens in one big block

63
Appendix II • Solar Charms

64
Appendix III

Martial Arts

Tiger Style
Terrestrial Martial Arts The Celestial Martial Arts known as Tiger Style is
a ferocious style about swift and lethal attacks. It is
Even Blade Style restricted and can not be used while in armor. Brawl
The Even Blade Style is sword-based martial art (Tiger Style) grants proficiency with barehanded
designed for dueling. This Terrestrial Martial Arts is fighting and tiger-claws. It is a sub-skill of Brawl and
a sub-skill of Melee and it is used with Dexterity. It it’s always rolled with Dexterity.
may be practised when wearing armor up to medium
encumbrance. Use of the Melee (Even Blade Style) Crimson Leaping Cat Technique
skill grants proficiency with all one-handed swords, Cost: 2m Min Ability: 2
sword-sheaths and daiklaves but it can not be used Type: Reflexive Min Essence: 2
without a weapon. Duration: One round
Keywords: None
The Martial Artist moves with the speed and agility
Celestial Martial Arts of a deadly predator. His base movement speed is
increased by the sum of his Brawl (Tiger Style) skill
Righteous Devil Style and his Essence score.
The Celestial Martial Arts Style known as Righteous
Devil Style teaches the use of flame weapons. This Striking Fury Claws Attack
rare style is a sub-skill of Archery that is used with Cost: 1m or 5m Min Ability: 3
Dexterity and may be practiced even in heavy armor. Type: Supplemental Min Essence: 2
This style grants proficiency with all flame weapons Duration: Instant
and artifact equivalents such as plasma tongue repeat- Keywords: None
ers. Unfortunately Archery (Righteous Devil Style) For 1m, one of the character’s barehanded attacks
can not be used without such a weapon. deals killing damage instead of shock damage. If the
martial artist is fighting with tiger claws, then he may
Snake Style spend 5m and increase the width of a set by 2 for the
The Snake Style Celestial Martial Arts can be used purposes of damage only.
while armored up to medium encumbrance and it
can be used for unarmed fighting or when using
nunchakus, hook swords or seven-section-staffs. It is
a sub-skill of Brawl and Brawl (Snake Style) is always
rolled with Dexterity.

65
Appendix IV

Spells

This Chapter contains an example list of Spells for the no larger than a small child. This cherub can receive
magical disciplines of Sorcery and Necromancy. The a message which is whispered into its ear. The cherub
individual spells are sorted by the different circles. is then able to travel nearly instantly to any point in
Creation or Yu-Shan to deliver the message by whis-
pering it into the target’s ear. The cherub even uses the
Sorcery casters voice and social attacks can be transported this
way. These attacks can even be increase with instant
Terrestrial Circle Sorcery duration social charms.

Flight of the Brilliant Raptor Celestial Circle Sorcery


Cost: 10m Range: 1800 yd
Shaping: One round Duration: Instant Sapphire Circle Countermagic
Casting: Wits + Occult Cost: 12m / 16m Range: Caster / Essence
Keywords: Area, Obvious x 50 yd
This spell creates a fiery bird that speeds towards its Shaping: Instant Duration: Two rounds /
target to explode in a ball of flame. The caster has to Instant
roll Wits + Occult as his Cast Sorcery action to hit the Casting: No roll required
target. This attack set can not be parried, only dodged. Keywords: Countermagic, Go First, Obvious
If the attack hits it deals Width plus the Caster’s Es- This spell can be cast in two ways – either the character
sence in Killing Damage. If at least 1 point of damage spends 12 motes and surrounds him with a protective
is inflicted to the target, then the target is downed. field that shatters every spell cast on her for the round
in which it was cast and the one thereafter.
The inferno caused by the explosion of the bird also
inflicts 4 Area Dice of Killing damage to everyone Alternatively the caster can pay 16m and choose to
(including the original target) within 3 yards of the shatter a spell within Essence x 50 yards. The spell
target as it sets everything ablaze. This blast sets most need either be in the process of being shaped and cast
things on fire and is likely to cause further damage in or it needs duration longer than instant so that the
subsequent rounds through the fires. lingering effects can be countered.

Infallible Messenger Solar Circle Sorcery


Cost: 10m Range: Essence yards
Shaping: One round Duration: Instant Rain of Doom
Casting: No roll required Cost: 40m Range: Circumnavigated
Keywords: Obvious, Summoning area
This spell summons a glittering, winged being that is Shaping: Three rounds Duration:

66
Appendix IV • Spells

One Night Labyrinth Circle Necromancy


Casting: No roll required
Keywords: Area, Environmental, Obvious, Poison Arisen Legion
This spell is shaped as the sun touches the horizon. In Cost: 26m Range: 100 yd radius
the remaining hour before the sun fully vanishes, the Shaping: Two rounds Duration: One scene or
caster has to circumnavigate the target area. He may until Dawn
ride a beast or run but he may not leave the ground Casting: No roll required
or cross his own path. If he closes the circuit in time, Keywords: Summoning, Obvious
then a deadly storm draws up and rains acid and light- The necromancer summons the dark energies of the
ing down on anyone and anything within the area. underworld and releases them into an area of about
100 yards radius. Every corpse within this range will
Everyone in the target area suffers an Area attack animate and submit to the will of the caster. If neces-
that deals 2 dice of killing damage for each round sary they will crawl out of the earth or break open their
the character is exposed to the rain. This damage is tombs to do whatever the necromancer commands
cumulative so by the third round everyone still in the them to. If cast during daylight then the undead are
rain will receive 6 dice of damage. This damage is only animated for a single scene otherwise they will
reduced by 2 for every round without exposure to the persist until the fist light of dawn.
rain. Soaked clothing and wet hair count as exposure.
Unarmed Skeletons are Threat 2 opponents automati-
Adamant Circle Banishment cally having the bonus for magical enhancement. If
Cost: 17+m Range: Essence x 15 yd they are sufficiently equipped (by raising the dead on
Shaping: Three rounds Duration: a battlefield or the warrior-corpses buried with their
Instant finest gear in the tomb of their lord) their Threat raises
Casting: Charisma + Occult to 3. Skeletons can never gain the motivational bonus
Keywords: Banishment, Obvious and reach Threat 4 but at the same time they are im-
The sorcerer makes uses his force of will to banish mune to Morale Attacks.
even the most powerful creatures. This spell is the
most potent banishment magic available to the dis- Void Circle Necromancy
cipline of sorcery and it can affect anything up to the
Third Circle Demons. It is resolved as described on Lord of the Dead
page XX with the addition that the caster may spend Cost: 22m Range: Caster
additional motes to increase his chances of success. Shaping: Three rounds Duration: 24
For every 3 motes spent, the height of his chosen set hours
is increased by 1. Casting: No roll required
Keywords: Perfect, Obvious
The caste mark of the caster begins to burn a deep
Necromancy and baleful crimson for the duration of 24 hours upon
casting. During this time, any death-aspected being
Shadowlands Circle Necromancy with an Essence lower than that of the Caster has to
submit to his will. Only the truly powerful such as the
Door of the Dead Abyssal Exalted, the Deathlords and the Neverborn
Cost: 16m Range: Touch can resist this effect.
Shaping: One round Duration: Three actions
Casting: No roll required
Keywords: Obvious
Touching and caressing a reflective surface during the
shaping of the spell opens a doorway between the Un-
derworld and its analogous point in creation – or vice
versa. Travel between the two worlds is instantaneous
and the portal remains open for three actions. After
these the portal closes violently, with mirrors shatter-
ing and metal tarnishing.

67
Appendix V

Panoply

Nunchaku W+1S
Mundane Equipment Seven Section Staff W+2S 2
Fighting Chain W+3S C, 2, R
Weapons Chakar W+3S

Archery Weapon Damage Tags Melee Weapon Damage Tags


Shortbow WS,1K Small knife WS,1K
Light Crossbow WK Dagger WK
Longbow WK Hand axe WK
Heavy Crossbow W+1K P1, S1 Club W+2S
Compound Bow 1S,WK Mace W+1S,1K
Flamepiece 1S,WK S1 Flail W+2S
Firewand 1S,W+1K S1 Staff W+2S 2
Boompiece WK P1, S1 Shortsword 1S,WK
Boomstick 1S,WK P1, S1 Short spear 1S,WK R
Longsword W+1K
Brawl Weapon Damage Tags Battleaxe W+1K
Bite (human) 1S Y Warpick WK P1
Punch or kick WS Y Long spear 1S,W+1K 2, R
Brass knuckles W+1S Y Tournament lance W+3S L, R
Fighting gauntlet W+1S Y War lance W+3S,WK L, R
Short club W+1S Sledge W+3S 2
Iron boot W+1S Y Polearm WS,W+1K 2, R
Greataxe WS,W+1K 2
Martial Arts Weapon Damage Tags Greatsword WS,W+1K 2
Fighting needle W-1K Y
Pressure stick W-1S Y Thrown Weapon Damage Tags
Whip SK C, R, Y Thrown rock WS
Tonfa W+1S D Thrown shuriken WS,1K
War fan W+1S Thrown dagger WS,1K
Sai WS,1K D Thrown hand weapon WS
Punching dagger WK Thrown chakram W+1S
Wind fire wheel WK Thrown boomerang W+1S
Hook Sword 1S,WK D Javelin W+1S,1K
Tiger Claws WK Sling W+1S

68
Appendix V • Panoply

Weapon Tags
2 Weapon requires two hands to use
C Clinching, can be used to pin w/o penalty
D Ignores Called Shot penalty for Disarm
L Lance, can only be used when mounted
P# Piercing, ignores # armor levels
Q# Fast, adds # to width for initiative
R Reach, weapon is exceptionally long
S# Slow, weapon takes # rounds to use again
U# Unwiedly, removes #W from for initative
Y Yielding, can not be used to parry K damage

Armor
Personal Artifacts
Level 1 Artifacts
Monkey Stone Bracers
May add 1 Dodge Action to multi action without pen-
alty, +1 Dodge

Artifact Breastplate
AR: 3 Weight: L

Baneclaw
Damage: WS, 2K Q1
The Baneclaw is an overly large sai forged from the
magical materials. Embedded with powerful magic,
these weapons have a hunger for the opponent’s blade,
easily placing themselves in harm’s way. Add +2 to
the height of all parry sets. Add +1d to all attempts at
disarming an opponent.

Level 2 Artifacts
Daiklave
Damage: W+3K

Reaper Daiklave
Damage: W+2K Q1

Level 3 Artifacts
Grand Daiklave
Damage: WS, W+3K 2, P1

Artifact Articulate Plate


AR: 4 Weight: M

Cat’s Grace Tiara


Dexterity +1, Athletics +1, Stealth +1

69
Appendix VI

Recommend. Read.

To properly use and understand this document famil- WILD TALENTS


iarity with the ORE rules and the Exalted setting is WILD TALENTS is an ORE book specifically geared
mandatory. The following books are recommended as towards superhero roleplaying. However its treatment
they do an excellent job at explaining either the one of the rules system and possible superpowers is so
or the other. modular that it can easily be used to model effects for
spells, charms or artifacts. In fact a few of the effects
in this book are inspired by WILD TALENTS.
ORE Rules
The most important thing you need is a book that details Furthermore the WILD TALENTS book can be used
the ORE mechanics. While the basics are described in for attempts to transport the world of Exalted into a
this document, the full breath of their options can be modern day setting as it features rules for vehicles,
found in the official books. The individual books and firearms, explosions, radiation and other wonders and
their advantages are explained below. perils of the modern day and age. This is not directly
supported by OREx but the modular nature of the
REIGN ORE makes this possible with only few changes.
REIGN is particularly noteworthy because it is based
in a fantasy setting and contains a number of very WILD TALENTS is available at: www.arcdream.
interesting rules. Among those are the mechanics for com/wildtalents
Unworthy Opponents. These faceless masses behave
similar to the extras from the original Exalted. Fur- NEMESIS
thermore REIGN features extended tactical options This PDF download is a free version of the ORE rules
for melee combat such as tackling, tripping or stran- (called Dark ORE) modified for use in modern horror
gling your opponent. settings. The main advantage of NEMESIS is that it is
freely available and downloadable but the downside
The most important point however is the Company is that it’s strongly focused on the horror genre and it
rules. These allow both the Storyteller and the Players lacks the depth of the other books.
to quickly and simply model the actions and influence
of larger groups – be they grand empires or small It is however a good (and cheap!) start to understand-
cults. This works very well with the world of Exalted, ing the ORE system and the Madness Meters are an
where the Chosen often find themselves in positions interesting take on sanity mechanics that you might
of power among the mortals. want to use in your heroic mortals games...

REIGN is available at: www.gregstolze.com/reign NEMESIS is available at: www.detwillerdesign.com

70
Appendix VI • Recommended Reading

various locations of the world of Exalted and primar-


Exalted Setting ily contain setting information. Even though there are
These two books cover the rules (or crunch) side of some rules in there these still might be very helpful
things but to learn more about what Exalted actu- when playing with the One Roll Exalted System.
ally is, you’ll need some other books. I guess that
you’re most likely already familiar with the setting, These books are especially recommended if you want
otherwise you wouldn’t have downloaded this book I to set your campaign in an area closely detailed in
guess. Either way, there are a lot of excellent Exalted one of those books. The Terrestrial Direction books
books released by White Wolf that you should check are available for each of the elemental poles and the
out. They do a wonderful job of explaining and detail- Celestial series deals with the supernatural locations
ing the setting (or fluff) of the game. of Malfeas, the Wyld, the Underworld and Yu-Shan.

Exalted Second Edition


The core book for the second edition of Exalted is a
must read if you want to play a game in the rich set-
ting of Exalted. The book does a good job at condens-
ing the information about the world and its inhabitants
into a single tome. The full color artwork and multiple
comics also help a great deal in evoking the proper
mood and mindset.

The book deals primarily with the Solars and rules


appropriate to them but it’s useful even if you have
no interest in them. The Antagonists chapter in par-
ticular should be enough to give you ideas for many
a story. Furthermore the Charm, Sorcery and Panoply
sections might be good inspiration in creating your
own powers.

Exalted is available at: www.white-wolf.com/exalted

Other Exalted books


There are a huge number of other Exalted books pub-
lished by White Wolf, especially considering that it’s
in its second edition. Only newer books pertaining to
this new edition are listed below, most of which are
arranged in smaller series of five books each.

Manuals of Exalted Power


The most important books are the Manuals of Exalted
Power. These hardback books deal with the various
types of Chosen. Each of these supplements offers
a deep insight into the various playable factions of
Exalted. They describe their history, their mindsets as
well as their powers and capabilities.

Each of these supplements also contains some specific


rules such as charms and character generation. Those
rules are of course of little use in the OREx system.
Still these books are well worth their money if you’re
interested in Exalted, even if you should make no use
of their rules.

Compass of Celestial and Terrestrial Directions


The other two noteworthy series are the Compass of
Celestial and Terrestrial Direction. These detail the

71
Temporary Chapter

Questions / ToDo

• Abyssal Dice: Can they have something unique Socialize - Graces. Can help with Influence and
and cool? Sovreignity
• Sidereal Dice: A single one is useless. 10 are sta- War - Leading. Can help with Might.
tistically wiggle dice. That’s not so good.
• Lunar Dice: Are they inferior? Do they need a way Secondary Company Skills
to add more than 1 to a single set? Ess based? Crafts - Building things. Can help with Territory
• Generic Charms that change/enhance ExD Investigation - Finding out. Can possibly help with
• Personality Key: What about having a third key? Influence.
Persona prior to exaltation maybe? Lore - Learning. Can help with Territory & Influ-
• Intimacies as REIGN like passions to add or sub- ence.
stract dice? Performance - Talking. Can help with Sovreignity.
• Virtues? Do we need them? (Gods/Demons!) Intergrity - Sovreignity
• Social Conflict? It’s a confusing mess!
• Social Keywords? Emotion, Compulsion, Belief,
Total Control
• Problems? Do we use the REIGN system? Or a Sidereal Dice (SiD) Alternative
different system? The Sidereal Dice are bound to the fickle strands of
• MM powers, Hearthstones? People requested fate and allow them to affect chance in their favor.
those. What’s they do? Sidereal Dice are rolled as normal but sperately from
• Feats of Strength your other dice. After the roll any single Sidereal Dice
• Grappling, Throwing, Crushing may either have it’s value adjusted by up to 2 points
or he can be rerolled.
Charm Design Maxims - Companies
Company Effects begin at Essence 3 (for Solars) for
primary group related abilities. Ess 4 for tangential
ones. Ess 5 for unrelated ones.
Solars easily get high Sovreignity in their Compa-
nies.
Solars are the only ones who can really take Company
actions themselves. (maybe Lunars in Behemoth form
can do so too?).

Primary Company Skills


Bureaucracy - Organizing things. Can help with trea-
sure and Influence

72
Temporary Chapter • Questions / ToDo

73
Afterword

Now that you’ve hopefully read and enjoyed all of You can read the Wiki at http://www.tricktonic.com/
One Roll Exalted it’s time for the afterword. In here ORExatlted/wiki
the author usually talks about the history and develop-
ment of a book. I’ll do that in a second but I’ll also Either way, I hope that you’ve had some fun reading
talk about the future of this game. OREx and that it inspired you to run it.

But first, the history. Thank you,

As you can propably guess, this document was a lot Martin Nerurkar
of work. Spawned from a forum post by Bailywolf
on rpg.net and my reading of the great REIGN book
from Greg Stolze, the project quickly grew beyond
it’s originally envisoned scope of a quick hack: It
transformed into a full fledged supplement.

And that was a lot of work. Not only did I write all
of the material from scratch and playtested it with the
help of a few nice people, I also poured a lot of time
and effort into presentation, designing the cover and
layout artwork. But rest assured, I had a lot of fun
building OREx. Otherwise I propably wouldn’t have
spent my precious spare time to write something that
is given away for free.

Which is where we come to the present.

As you most know, OREx is a freely available down-


load but that doesn’t mean I wouldn’t mind some
compensation for my work. What I mean to say is
that if you enjoy the material and want to show your
appreciation for the game and artwork - why not do-
nate?

If you want to donate, simply visit my website at XX


and click on the donate button there. You can also find
out about and download my other RPG-related files
there, most of which are for Exalted. If you like those,
you can too show your appreciation for those, if you
want to.

And what about the future of OREx?

If you’re familiar with Exalted then you surely know


about the depth and breadth of the setting. There eas-
ily is more than enough material there to fill ten times
as many pages as are in this document.

I have set up a wiki for all those interested in the de-


velopment OREx. Up there fans can write up material
for the different Exalted Types including Charms and
one-roll character generator tables. I will frequent that
wiki to provide input where needed and once enough
material is collected, then I’ll compile it into a nice
supplement, just like thisc book, complete with graph-
ics and layout.

74

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